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		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2827</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2827"/>
		<updated>2016-01-27T00:25:42Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Before Jove */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Large hall ways where the walls are shelves and changes in the path are defined by time. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. Some need to feel the pages and smell its age to truly get a sense of its importance.&lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as the others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here in there home world there oldest and largest Library and Museum sits. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What where the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 300,000 years has there been an assurance of intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove sectioned off as the &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000): This is as far back in time any recovered texts written by a space faring civilization. Little is know about intelligent life before this point. There seams to be little evidence of any space faring civilizations ever existing before this time. Which is mysterious because the Galaxy is over 13,210,000,000 years old. It seams odd that so much life would seemingly spring forth only in the last 250,000 years.&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000): The first great and oldest civilizations emerge during this time. Most scholars assume many great things happened within this time. But many of the Civilizations that reached into the stars eventually died or vanished. Most of them likely encountered other hostile forces and where wiped out. The largest records come from the few surviving Civilizations and they are in many ways biased. There also was the problem that these Civilizations never truly reached across the whole of the galaxy. And thus there records are limited to the sectors they where most familiar with. &lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000): One of the most recorded galactic wars and perhaps the first galactic in scale war of the Milky Way happened during this time. However how and when this war actually started is hotly debated amongst historians. It lastly for roughly 1,000 years and started sometime in -90,000 BJ. &lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0): After all the devastation and terror that was the Chaos Epoc the galaxy saw two super powers rise. These Powers are now called by historians as the &#039;Twin Empires&#039;. This is because they started out having so many similarities that its hard sometimes to distinguish an historical event that happened to one Empire from an event that happened to the other. Or a leader from one Empire that is so like a leader from the other. The Empires came from the to most powerful Civilizations from the winning side of the wars of the Chaos Epoc. The Empires started on the other side of the Galaxy and thus at first only barely knew one another. But as the years moved on the empires territories finally expanded into one another. And after both Empires and greatly out stretched themselves that started to collapse under there own weight. Blaming one another for there own problems war seamed impossible to avoid. This is the climate the Jove entered into.&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. They waited for an unknown amount of time in which the metal machines lay still and quite. None thought except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead to the near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgment if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with produce to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2826</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2826"/>
		<updated>2016-01-27T00:07:32Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before illuminated large hall with a deep red. Towing shelves are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maze. Large hall ways where the walls are shelves and changes in the path are defined by time. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of ancient knowledge. Some need to feel the pages and smell its age to truly get a sense of its importance.&lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as the others. No species can claim such a curiosity for forgotten things as the Aconians. &lt;br /&gt;
And here in there home world there oldest and largest Library and Museum sits. The Aconian Great Archive of the Ages. It is accompanied by an University dedicated to preserving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurous Aconian student quietly transverses the hallways searching for material. He has always been curious about the most ancient of things and the untold secrets&lt;br /&gt;
of long go civilizations. He boldly thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What where the ancient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 300,000 years has there been an assurance of intelligent life? What was the galaxy truly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in ancient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove sectioned off as the &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millennium. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finally... the Time Before &lt;br /&gt;
Remembrance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Remembrance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed madness seamed the only solution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Remembrance&#039;&#039;&#039; ( - : ~ -200,000):&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000):&lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000):&lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines used by different species to help standardize time all space faring species people use Jove time. Which starts with when the Jove robots first boot. Although more recently it has been adjusted to be the First Encounter with the Jove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year -256) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. They waited for an unknown amount of time in which the metal machines lay still and quite. None thought except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead to the near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgment if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with produce to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Timeline&amp;diff=2825</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Timeline&amp;diff=2825"/>
		<updated>2016-01-27T00:03:04Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The light shined through the tall windows and bounced off the dust in the air before eluminated large hall with a deep red. Towing shevles are navigated by a few care takers as they search &lt;br /&gt;
for the books housed within this maz. Large hall ways where the walls are shevles and changes in the path are defined by time. Most no longer bother the lengthy expedition to the archives &lt;br /&gt;
when more modern means are possible. But some cannot resist the physical feel of acient knowledge. Some need to feel the pages and smell its age to truelly get a sense of its importance.&lt;br /&gt;
&lt;br /&gt;
An old and respected species the Aconians have always valued history. There place in it as well as the others. No species can claim such a curosity for forgotten things as the Aconians. &lt;br /&gt;
And here in there home world there oldest and largest Libary and Musuem sits. The Aconian Great Archive of the Ages. It is occopanied by an University dedicated to presurving and adding &lt;br /&gt;
to its halls. &lt;br /&gt;
&lt;br /&gt;
Today a young and most adventurious Aconian student quitly transverses the hallways searching for material. He has always been curious about the most acient of things and the untold secrects&lt;br /&gt;
of long go civilizations. He boldy thinks it will be him to make the next big discovery about the mysteries of the Galaxy. What where the acient civilizations like? Did many of them exist&lt;br /&gt;
to begin with? If so where did they all go? Why isn&#039;t only in the past 300,000 years has there been an assurgance of intellegent life? What was the galaxy truelly like before?&lt;br /&gt;
&lt;br /&gt;
To discover these mysteries any good scholar would of course try to start where others left off. So here would be the start of his adventure. Besides he had no money and still had years of &lt;br /&gt;
schooling left of course he couldn&#039;t leave. So here every weekend he would roam these halls. Get lost in acient books and stories of old. He knew of course of the well understood A.J Years. &lt;br /&gt;
The years After Jove sectioned off as the &#039;First Encounter&#039;. Everything from the First Encounter and on where considered AJ. It was when the Jove first arrived from another Galaxy and &lt;br /&gt;
started to circumnavigate the Great Ring of Life. Sense that point one history gets more and more clearer. This student cared little for the more well known going ons of the last few&lt;br /&gt;
millian. He was more interested in the times before the First Encounter. The Twin Empires, before that the Chaos Epoc and even before that the Era of Awaking. Finially... the Time Before &lt;br /&gt;
Rememberance or simply put the unknown. &lt;br /&gt;
&lt;br /&gt;
A few relics and old little trinkets from civilizations that meat there demise by the cruel hand of the Great Filter are all the remain of the Time Before Rememberance. Why did no &lt;br /&gt;
civilizations ever reach out into the stars until the Era of Awaking? What happened? Did some make it and flee this galaxy or some other secret fate? He must know!&lt;br /&gt;
&lt;br /&gt;
== Before Jove ==&lt;br /&gt;
&lt;br /&gt;
Before the Jove came the Galaxy is entering chaos once again. The Twin Empires where crumbling under there wait and war even though deemed maddess seamed the only sulution to keep power.&lt;br /&gt;
But the Jove changed everything. Before Jove is a time where the galaxy had a chance to go down its own path and make its own history. What the finial pages would say about the Milky Way &lt;br /&gt;
and the Ring of Life? We will never know. But if the past 200,000 years where any indication it would not be good.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Time Before Rememberance&#039;&#039;&#039; ( - : ~ -200,000):&lt;br /&gt;
# &#039;&#039;&#039;Era of Awaking&#039;&#039;&#039; (~ -200,000: ~ -100,000):&lt;br /&gt;
# &#039;&#039;&#039;Chaos Epoc&#039;&#039;&#039; (~ -90,000):&lt;br /&gt;
# &#039;&#039;&#039;Twin Empires&#039;&#039;&#039; (~90,000: 0):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== After Jove == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A new age started with the Jove. Although there are other times lines to help standardize all space faring species people use Jove time. Which starts with when the Jove robots first boot. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Reboot:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 0) This is when Jove robots came back from a long sleep. Once the Jove died they didn&#039;t send their robots out immediately. They waited for an unknown amount of time in which the metal machines lay still and quite. None thought except one computer. The computer was tasked to reboot all the Jove. The origin of the Jove is hotly debated but the true evidence of there home would be this one computer which has yet to be found. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Encounter:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 256) Supposedly this is when the Jove first encountered a young space faring race. However this didn&#039;t go over well. For whatever reason the Jove had to defend themselves which lead to the near extinction. This also lead to a new set of rules the Jove most fallow. The species was moved to a new planet and its inhabits where sent back to pre dark ages. Jove has kept this species a secret, they say its for the species on good. Many people look for for evidence of such possible ancient yet gone civilization when looking for the possible origin of the Jove. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Spiral Voyage:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 312) It was here the Jove changed the algorithms for finding new species after discovering the &amp;quot;Ring of Life&amp;quot;. It was the logical conclusion determined by observation of the past 312 years.  That the majority of life in this galaxy would be within a circular space at a range out from the center of the galaxy. A somewhat wide circle. This discovery (although not only made by the Jove) was considered to be one of the most important in early history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The First Coalition:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 2690) Although this coalition of species wasn&#039;t the first or only in this galaxy even after the &amp;quot;The Reboot&amp;quot; there was several things that stood out. Firstly it was the largest known at the time. Secondly it was not done out of war but of trade and the desire for lasting peace. And third the Jove arbitrated over the proceeds. This was the first time that species recognized the Jove as more then just random machines that navigated the galaxy. Although it was largely out of necessity to get a truly natural side. This is probably the reason for the coalition being so large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Great Collapse:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3451) The is the beginning of the first great war. Known as Space War One or the War of the First Ones. This came into being because of multi Coalitions/Alliances/ Federations and so forth that where springing up into what was soon going to be the first fully navigated (Thanks to the Jove, universe) This all started when information supposedly held secret by the Jove was leaked. The Jove had kept secret the mass majority of navigation charts and maps of the galaxy. Also all the species that where not yet discovered any of the species that where part of what the Jove called &amp;quot;Coalescences&amp;quot;. This was all space faring species that choose to interact and be made aware of and known by other species. Once the information was leaked it knocked of a series of events that cascaded into the break down of the Coalescences. Many great and powerful weapons where used during this war. The weapons where capable of taking out whole planets and even solar systems. Once the War was finished the remaining peoples of the galaxy agreed to never again use these Weapons of Extreme Devastation. Under the authority placed upon the Jove by the peoples of the galaxy the Jove destroyed all known remaining weapons and technology and forbid others from creating such weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The New Birth:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3692) A few years after Space War One was done and all the First Ones destroyed Jove was given governing authority of the new rising species in one simple aspect. To make sure that they did not research and produce new WEDs. (Weapons of Extreme Devastation). In order to invest such authority and to enforce judgment if someone was to disobey a new Coalition was formed. Considered to be the Second &amp;quot;Great&amp;quot; Coalition there first job was to ensure there was no more WEDs and to insure safety and peace. They became the arm that acted with produce to anybody that acted out of line. And they used the Jove simply because there where everywhere and among everybody. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Miners Revolt of Talas:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3730) Not long after the new order was established a revolt happened. It started because of wrongfully accused miners on a Planet named Talas. The blame for the mistake has been debated. It was originally thought as a mistake by the Jove. But then later found out to be caused by over eager politicians wanting to justify keeping the &amp;quot;Inquisition of Peace&amp;quot;  force in power. The force started soon after &amp;quot;New Birth&amp;quot; and used the Jove communication network to find and destroy peoples of the galaxy that went against harmony. All the miners where brutally killed before further investigation could happen. This caused a revolt and even though the Coalition didn&#039;t cease its state of power was changed. Some would argue it was a step in the wrong direction. But no scholar would argue weather or not the first move of the new powers that be was wrong. Which was to stop the &amp;quot;Inquisition of Peace&amp;quot;. The Jove also stopped sharing there communication channels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;One Complete Circle:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 3811) This event is considered by some to be the crowning moment by the Jove and one of if not the most signification even in recording galactic history. It was when the two main exploratory robot teams met again at the other side of the galaxy from where they started finishing their &amp;quot;Spiral Voyage&amp;quot;. It would be a long time until artificial worm wholes would be created for quicker exploration. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Council of Larian:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year ~4130) Its hard to say when this grouped was formed. It started out as a very secretive society and thus little is known of its origin. It eventually created a more public off shoot that helped advise and ease trade between large amounts of space. Especially areas where there where lots of pirates. It became know as the Council of Larian. Larian being a moon where the Council took up residents. Over time the Council became an economic and even military power. Although its greatest influence was in politics it eventually became the only single entity that processed no government or origin species to have a say in galactic policy.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Two:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 6340)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;The Waring Years:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 9230 - 11300)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space War Three:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15420 - 15601)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities Exposure:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15859) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Humanities WW3:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15862 - 67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Present Day:&#039;&#039;&#039;&amp;lt;/u&amp;gt; (Year 15920)&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Whats_Different&amp;diff=2743</id>
		<title>Whats Different</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Whats_Different&amp;diff=2743"/>
		<updated>2016-01-16T00:49:51Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;THIS NEEDS UPDATING!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What whats different about Future Path? What sets it about from Future d20 or for that matter any other Pen and Paper game? Well glad you asked! The biggest goal is to create a game system where Characters will have more well defined strengths and weaknesses. Balanced is achieved by groups/teams of characters. Another major goal is to help speed up combat to make it feel more action packed and involved. Here is a list of things different from Future d20 and what we strive to make uniq about our game system. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Wealth System&#039;&#039;&#039;: &lt;br /&gt;
:: A lot of P&amp;amp;P (Pen and Paper) game systems use a simplified way of handling wealth. The goal is to stream line game play and make it more about the story then about epic shopping. However this forces the GM and the Player to roll play in a certain way. What if you want to play out attempting to pay for the illegal substance or for your new Star Ship. Buying a ship can be a major commitment and achievement for a Player. So why not have Players manage there money? Well... its difficult when you get into modern finance. Things are more complicated. There needs to be a middle ground. We believe that our [[Wealth_and_Money|Wealth System]] is a good middle ground that helps to express a Players Wealth in a way that represents modern money without bogging down game play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. CTO/CTD &#039;&#039;&#039;:&lt;br /&gt;
:: CTO stands for Combat Technique Offence and CTD stands for Combat Technique Defence. This is inspired by rules from [http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers d20pfsrd.com]. Except we change it up a little. Our take on it is simple. In Future settings its more about epic laser battles and space ships. Not swords or melee combat. This isn&#039;t to say there isn&#039;t melee. But you don&#039;t bring a knife to a gun fight. So we take all melee style fighting and got it into Combat Melee System. That includes the classical maneuvers like trip and grapple. But also means punching or pistol whipping. Our goal here is to make melee combat smooth and quick. You roll the same d20 dice and you already know your modifiers because they are on your Character sheet. Combat should be able to transition quickly into melee and back into use of a ranged weapon. This also includes Advanced Combat Techniques. These are Techniques that require a feat or special class ability to preform. An example is the Combo Melee Attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Campaign Setting&#039;&#039;&#039;:&lt;br /&gt;
:: What originally inspired this was the serious lack of a Campaign Setting to explore for d20 Future/Modern. There was no Forgotten Realms or Golarion to explore. Although not completely a bad thing it kept the d20 Modern/Future game from feeling whole. Although it did make some sense. d20 Future is simply an expansion/module for d20 Modern. And Modern didn&#039;t really need a full Campaign Setting. It could be easily based in real world today. Maybe with just a few twists in it. d20 Future never had the attention it needed. It was too tied to its base on which it was founded on. The first thing that inspired this whole project was simply to give d20 Future a galaxy to run around in. Still largely unknown with possible mysteries or dangers at every star system but at the same time a home to go back to. Large amounts of explored space with civilizations all striving to prove themselves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Tech Level&#039;&#039;&#039;:&lt;br /&gt;
:: The Progress levels explained in d20 Future seamed over simplified yet also possibly over complicated. On one end there was not a lot of restrictions laid out on characters Progress Level. There civilizations progress level doesn&#039;t effect a Players Knowledge/Crafting and general experience with items of different levels. On the other end there was a lot of different levels. 9 to be exact. When Playing a d20 Future game rarely did we bring in Progress Levels with any relevance. But technology is so cool! Sci-Fi is surrounded by neat tech that unlocks wondrous impossibles and brings them into the palm of a Characters hand. They can bring power and awe. People of lower understanding may simply view someone with advance Technology as a god. Or at least someone of great power that should be feared. Technology is the fuel source of Sci-Fi story plot and can be used to empower GMs and Players alike. In Future Path Player Characters inherit the Tech Level of the civilization they grow up in. The Tech Level effects what level of items a player can repair/modify/craft. And penalties are given for the use of items with Tech Levels to high for a character to understand. More on Tech Level [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Attack Bonus&#039;&#039;&#039;:&lt;br /&gt;
:: Taking a page from D&amp;amp;D Next while also attempting to better balance Classes and levels we have separated the amount of attacks per turn a Class gets from its Attack Bonus. Now extra attacks are special abilities awarded at certain levels. Also the term &amp;quot;Base Attack Bonus&amp;quot; has been replaced with &amp;quot;Affinity Bonus&amp;quot;. Although similar to D&amp;amp;D Next its not quite the same. Your Affinity Bonus goes towards your Melee and Ranged attacks with weapons you are trained to use. It also is a modifier for saving throws with Attributes you have an affinity with. D&amp;amp;D Next doesn&#039;t stop there and applies the bonus to other things. Also how you determine Attributes you have an affinity with differ slightly. And even more different is you can have different &amp;quot;Efficiency Bonus&amp;quot; for each class. So you have a Base Class Affinity and your Advance Class also has an Affinity Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Skills&#039;&#039;&#039;:&lt;br /&gt;
:: Our approach to handling Skills may seem at first glance to be the same old same old. However there are several major differences. There are 3 types of skills. Natural, UnNatural, and Rank Dependent. The &amp;quot;Rank Dependent&amp;quot; is a new addition to our rule set. The idea is that the rank of the skill determines the best possible outcome. Instead of it just helping to beat a DC by adding a modifier to your d20 roll it also predetermines how good your success is if you do indeed successful. The best example is with Language. Now Language is handled by having a skill rank for each Language you know. If you have a rank of just 1 in say &amp;quot;Common Human&amp;quot; then your best possible outcome is just being able to tell that what you are reading/listening too is indeed Human speech and maybe a few words here and there. Even if you succeed with a natural 20. Your Character is just learning the language. Higher the rank the better the best possible outcome will be. &lt;br /&gt;
&lt;br /&gt;
:: We also add more rules on how to add more ranks to Natural skills. All skills have to be Trained before you can put ranks in them. Class skills are automatically Trained at level 1. However in order to apply the Character&#039;s ability modifier to an untrained non-class skill it must first be trained which costs a skill point. If the skill is a Natural skill can still attempt the action but they simply do not add any bonuses too it.&lt;br /&gt;
&lt;br /&gt;
:: To Learn more please visit the [[SkillsBasics|Skills Basics]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7. Language&#039;&#039;&#039;:&lt;br /&gt;
:: As noted above in the Skill&#039;s section we treat language differently. You simply do not add a language once you level up and instantly are fluent in it. There is a Language skill. This skill determines the amount of languages a character can have. It also is added to any check that evolves comprehending a foreign language. Each language you use has its own skill and skill rank. The rank of that skill predetermines the best possible outcome. Your roll is simply to see if you succeed or fail to achieve that outcome. At rank 1 of a specific language skill a player is just learning that language. The rank is 1 through 6. 6 being that they are fluent in the language so much so they the appear to speak and write it as if it was there first language and they are able to manipulate accents. Each language skill is considered a &amp;quot;Trained&amp;quot; skill and to move up a rank in it costs 2 skill points instead of just one. That also goes for the primary Language skill itself. &lt;br /&gt;
&lt;br /&gt;
:: For the Campaign Setting another twist is added. A lot of different pen and paper games have different philosophies on how to handle language. We want to make a system that can be flexible for both major scenarios. One is that there is a common language and all Players speak it and most NPCs and other characters in the story does as well. Language barriers are rarely brought up. The other side of the fence is a more gritty/realistic approach and has language barriers be a common problem and even used as a plot device. Our approach will be to introduce a common language but have it up to the GM and Players on just how &amp;quot;common&amp;quot; it is in the universe. The the official Campaign setting there will be two common languages. Low Common and High Common. Low being a very simple and easy to learn language thats only confusing part is its many different ways of expressing meaning in order to facilitate species biological differences. Its simple in that it is used to convey only the most basic ideas. High Common is far more complicated with far more exceptions however with complexity you also gain the ability to express much more. Of course there will be other languages but these two are the best way to communicate to the average alien. Will you use this setup? Its honestly up too the GM. But more rules on language skill can be find in the [[Skills|Skills]] section and more about Low/High common can be found in the Campaign Section.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Feats&amp;diff=2742</id>
		<title>Feats</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Feats&amp;diff=2742"/>
		<updated>2016-01-16T00:44:04Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; THIS PAGE STILL REQUIRES EDITING! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Below is the Feats table. It has a short summary description of the feat in question. However for more information please visit the page dedicated to the feat. Many feats have more verbose descriptions. &lt;br /&gt;
&lt;br /&gt;
==Feat Description Summary==&lt;br /&gt;
Here is the format for feat descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feat Name&#039;&#039;&#039;: The name of the feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: A minimum ability score, another feat or feats, a minimum base attack bonus, and/or the minimum ranks in a skill that a character must have to acquire this feat. This entry is absent if a feat has no prerequisite.&lt;br /&gt;
A character can gain a feat at the same level at which he or she gains all the prerequisites.&lt;br /&gt;
A character can’t use a feat if the character has lost a prerequisite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: What the feat enables a character to do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: What a character who does not have this feat is limited to or restricted from doing. If there is no particular drawback to not possessing the feat, this entry is absent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: Additional facts about the feat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Feats&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Feat&lt;br /&gt;
! Prerequisites&lt;br /&gt;
! Summary&lt;br /&gt;
|-&lt;br /&gt;
|[[Acrobatic|Acrobatic]]|| - ||+2 bonus on all Jump checks and Tumble checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Action Boost|Action Boost]]|| - ||Roll d8s instead of d6s when using an action point.&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Combat Martial Arts|Advanced Combat Martial Arts]]|| Combat Martial Arts, Improved Combat Martial Arts, base attack bonus +8.|| When the character scores a critical hit with an unarmed strike, its triple damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Two-Weapon Fighting|Advanced Two-Weapon Fighting]]||  Dexterity 13, Two-Weapon Fighting, Im­proved Two-Weapon Fighting, base attack bonus +11.|| Gets a third attack with his or her offhand weapon as well as melee weapon along with a ranged weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Agile Riposte|Agile Riposte]]|| Dexterity 13, Dodge.|| Make an attack of opportunity when an (Doge declared) opponent misses a melee attack  &lt;br /&gt;
|-&lt;br /&gt;
|[[Aircraft Operation|Aircraft Operation]]|| - ||Take no penalty on Pilot checks or attack rolls made when operating an aircraft.&lt;br /&gt;
|-&lt;br /&gt;
| [[SimpleFirearmsProficiency|Firearms, Simple Proficiency]] || - || The Character doesn&#039;t take the -4 for using a simple firearm. &lt;br /&gt;
|-&lt;br /&gt;
| [[AdvancedFirearmsProficiency|Firearms, Advanced Proficiency]] || Simple Firearms Proficiency || The Character doesn&#039;t take the -4 for using an advanced firearm.&lt;br /&gt;
|-&lt;br /&gt;
| [[HeavyFirearmProficiency|Firearms, Heavy Proficiency]] || Advanced Firearms Proficiency || The Character doesn&#039;t take the -4 for using a heavy firearm.&lt;br /&gt;
|-&lt;br /&gt;
|[[Alertness|Alertness]]|| - ||The character gets a +2 bonus on all Listen checks and Spot checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Animal Affinity|Animal Affinity]]|| - ||The character gets a +2 bonus on all Handle Animal checks and Ride checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Archaic Weapons Proficiency|Archaic Weapons Proficiency]]|| - ||The character takes no penalty on attack rolls when using any kind of archaic weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (light)|Armor Proficiency (light)]]|| - ||Ability to wear light armor and add the armor bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (medium)|Armor Proficiency (medium)]]|| - ||See Armor Proficiency (light).&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (heavy)|Armor Proficiency (heavy)]]|| Armor Proficiency (light), Armor Profi­ciency (medium).|| See Armor Proficiency (light).&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor Proficiency (Powered)|Armor Proficiency (Powered)]]|| Armor Proficiency ( light) , Armor Proficiency (medium).|| When you wear powered armor, you may add the armor’s entire equipment bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Athletic|Athletic]]|| - ||The character gets a +2 bonus on all Climb checks and Swim checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Attentive|Attentive]]|| - ||The character gets a +2 bonus on all Investigate checks and Sense Motive checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Blind-Fight|Blind-Fight]]|| - ||re-roll melee attacks that miss because of concealment. &lt;br /&gt;
|-&lt;br /&gt;
|[[Brawl|Brawl]]|| - ||Can make unarmed attacks more effectively.&lt;br /&gt;
|-&lt;br /&gt;
|[[Builder|Builder]]|| - ||Pick two of the following skills&lt;br /&gt;
|-&lt;br /&gt;
|[[Burst Fire|Burst Fire]]|| Wisdom 13, Simple Firearms Proficiency, Advanced Firearms Proficiency.|| Deal +2 dice of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cautious|Cautious]]|| - ||+2 bonus on all Demolitions checks and Disable Device checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cleave|Cleave]]|| Strength 13, Power Attack.|| Get an extra attack if your first attack causes its target to &amp;quot;drop&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Charismatic Plus|Charismatic Plus]]|| - ||You gain two talents from the Charismatic hero’s talent trees. &lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Expertise|Combat Expertise]]|| - || Take a penalty of up to –5 on his or her attack roll and add the same number (up to +5) to AC.&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Martial Arts|Combat Martial Arts]]|| - ||Unarmed attacks count as armed&lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Reflexes|Combat Reflexes]]|| - ||The maximum number of attacks of opportunity is now equal to the character’s Dexterity modifier + 1. &lt;br /&gt;
|-&lt;br /&gt;
|[[Combat Throw|Combat Throw]]|| - ||+2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks&lt;br /&gt;
|-&lt;br /&gt;
|[[Confident|Confident]]|| - ||+2 bonus on all Intimidate checks, and on level checks to resist intimidation.&lt;br /&gt;
|-&lt;br /&gt;
|[[Craft Cybernetics|Craft Cybernetics]]|| Craft (electrical) 10 ranks, Craft (mechanical) 10 ranks, Knowledge (life sciences) 5 ranks.|| You can build cybernetic attachments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Creative|Creative]]|| - ||Pick two skills, read description &lt;br /&gt;
|-&lt;br /&gt;
|[[Cybernetic Surgery|Cybernetic Surgery]]|| Treat Injury 8 ranks, Surgery.|| You can install or remove a cybernetic attachment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cybertaker|Cybertaker]]|| - ||The maximum number of cybernetic attachments you can have is increases by 1.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dead Aim|Dead Aim]]|| Wisdom 13, Far Shot.|| Take a full round action to line up a shot for a bonus.&lt;br /&gt;
|-&lt;br /&gt;
|[[Deceptive|Deceptive]]|| - ||The character gets a +2 bonus on all Bluff checks and Disguise checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dedicated Plus|Dedicated Plus]]|| - ||You gain two talents from the Dedicated hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Defensive Martial Arts|Defensive Martial Arts]]|| - ||+1 dodge bonus to Defense against melee attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dodge|Dodge]]|| - ||+1 dodge bonus to Defense against any subsequent attacks from a specified opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Tap|Double Tap]]|| Dexterity 13, Point Blank Shot.|| –2 penalty on this attack, but deals +1 die of damage with a successful hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Drive-By Attack|Drive-By Attack]]|| - ||Takes no vehicle speed penalty when making an attack while in a moving vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Educated|Educated]]|| - ||Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elusive Target|Elusive Target]]|| Dexterity 13, Defensive Martial Arts.|| Opponents that target you with a melee attack take a -4 penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Endurance|Endurance]]|| - || +4 bonus on the following checks and saves, see list in description.&lt;br /&gt;
|-&lt;br /&gt;
|[[Fast Plus|Fast Plus]]|| - ||You gain two talents from the Fast hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Far Shot|Far Shot]]|| - ||Uses a firearm or other ranged weapons, its range increment increases by one-half&lt;br /&gt;
|-&lt;br /&gt;
|[[Focused|Focused]]|| - ||+2 bonus on all Balance checks and Concentration checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Force Stop|Force Stop]]|| Drive 4 ranks, Vehicle Expert.|| Character can force the other vehicle to a stop by nudging it into a controlled side­ways skid.&lt;br /&gt;
|-&lt;br /&gt;
|[[Frightful Presence|Frightful Presence]]|| Charisma 15, Intimidate 9 ranks.|| Opponents within 10 feet of Character take –2 penalty on attack rolls, saves, and skill checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Gearhead|Gearhead]]|| - ||+2 bonus on all Computer Use checks and Repair checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Great Cleave|Great Cleave]]|| Strength 13, Power Attack, Cleave, base attack bonus +4.|| As Cleave, except that the character has no limit to the number of times he or she can use it per round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Great Fortitude|Great Fortitude]]|| - ||+2 bonus on all Constitution sav­ing throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide|Guide]]|| - ||+2 bonus on all Navigate checks and Survival checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Jack of all Trades|Jack of all Trades]]|| - ||You can use any skill untrained.(May remove... seams a little OP)&lt;br /&gt;
|-&lt;br /&gt;
|[[Jerry Rigging|Jerry Rigging]] || - || You can repair items without material costs. You can repair structures in 1/10th the time.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heroic Surge|Heroic Surge]]|| - ||The character may take an extra move action or attack action in a round.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Brawl|Improved Brawl]]|| Brawl, base attack bonus +3.|| When making an unarmed attack, the character receives a +2 bonus on his or her attack roll.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Bull Rush|Improved Bull Rush]]|| Strength 13, Power Attack.|| When performing a bull rush, the character does not provoke an attack of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Combat Martial Arts|Improved Combat Martial Arts]]|| Combat Martial Arts, base attack bonus +4.|| The character’s threat range on an unarmed strike im­proves to 19–20.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Combat Throw|Improved Combat Throw]]|| Defensive Martial Arts, Combat Throw, base attack bonus +3.|| In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Damage Threshold|Improved Damage Threshold]]|| - ||The character increases his or her massive damage threshold by 3 points.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Disarm|Improved Disarm]]|| Intelligence 13, Combat Expertise.|| The character does not provoke an attack of opportunity when the character attempts to disarm an opponent&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Feint|Improved Feint]]|| Intelligence 13, Brawl, Streetfighting.|| +2 bonus on Bluff checks made to feint in melee combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Initiative|Improved Initiative]]|| - ||+4 circumstance bonus on initiative checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Knockout Punch|Improved Knockout Punch]]|| Brawl, Knockout Punch, base attack bonus +6.|| First unarmed attack against a flat-footed opponent is automatically considered critical hit if successful.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Trip|Improved Trip]]|| Intelligence 13, Combat Expertise.|| The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]|| Dexterity 13, Two-Weapon Fighting, base attack bonus +6.|| The character gets a second attack with his or her offhand weapon, albeit at a –5 penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Will|Iron Will]]|| - ||+2 bonus on all Wisdom saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Knockout Punch|Knockout Punch]]|| Brawl, base attack bonus +3.|| When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lightning Reflexes|Lightning Reflexes]]|| - ||+2 bonus on all Dexterity saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|[[Low Profile|Low Profile]]|| - ||Reduce the character’s Reputation bonus by 3 points.&lt;br /&gt;
|-&lt;br /&gt;
|[[Manager|Manager]] || - || Allows the Character to assist another Character with a skill check even if they do not have the correct Skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Leadership|Leadership]] || Manager || If successful the bonus provided for aiding another character is now +4 instead of +2.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mastercrafter|Mastercrafter]]|| - || Reduces the DC check for crafting masterworked items.&lt;br /&gt;
|- &lt;br /&gt;
| [[SimpleMeleeWeaponPro|Melee Weapon, Simple Proficiency]] || - || The Character doesn&#039;t take a -4 when using simple melee weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[AdvanceMeleeWeaponPro|Melee Weapon, Advanced Proficiency]] || Simple Melee Weapon Proficiency || The Character doesn&#039;t take a -4 when using advanced melee weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[HeavyMeleeWeaponPro|Melee Weapon, Heavy Proficiency]] || Advance Melee Weapon Proficiency || The Character doesn&#039;t take a -4 when using heavy melee weapons&lt;br /&gt;
|-&lt;br /&gt;
|[[Medical Expert|Medical Expert]]|| - ||+2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Meticulous|Meticulous]]|| - ||+2 bonus on all Decipher Script and Perception checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mobility|Mobility]]|| Dexterity 13, Dodge.||+4 dodge bonus to AC against attacks of opportunity provoked when the character moves out of a threatened square.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nerve Pinch|Nerve Pinch]]|| Combat Martial Arts, base attack bonus +4.|| Preform a melee attack that can paralyze the target.&lt;br /&gt;
|-&lt;br /&gt;
|[[Nimble|Nimble]]|| - ||+2 bonus on all Escape Artist checks and Sleight of Hand checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Oathbound|Oathbound]]|| At least one declared allegiance.|| Choose one of your allegiances. &lt;br /&gt;
|-&lt;br /&gt;
|[[Point Blank Shot|Point Blank Shot]]|| - ||The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power Attack|Power Attack]]|| - ||Take points away from hitting a target and add them to damage dealt if successful. &lt;br /&gt;
|-&lt;br /&gt;
|[[Planetary Adaption|Planetary Adaption]]|| - ||You gain one of the benefits listed in the description, depending on your planet of origin.&lt;br /&gt;
|-&lt;br /&gt;
|[[Precise Shot|Precise Shot]]|| - ||The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Salvage|Salvage]]|| - ||Salvaging a destroyed vehicle, mecha, starship, robot, or cybernetic attachment takes time.&lt;br /&gt;
|-&lt;br /&gt;
|[[Smart Plus|Smart Plus]]|| - ||You gain two talents from the Smart hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spacer|Spacer]]|| - ||+2 bonus on Computer Use checks made to use onboard spacecraft computer systems.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Battle Run|Starship Battle Run]]|| - ||When using an attack action with a starship ranged weapon, you can move both before and after the attack&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Dodge|Starship Dodge]]|| - ||+1 dodge bonus to your ship’s Defense against attacks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Feint|Starship Feint]]|| - ||+2 bonus on Bluff checks made to feint in starship combat.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Gunnery|Starship Gunnery]]|| - ||You do not take a penalty on attack rolls when firing a starship weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Mobility|Starship Mobility]]|| - ||+4 dodge bonus to your ship’s Defense against attacks of opportunity caused when you move out of or within a starship’s threatened area.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Operation|Starship Operation]]|| - ||When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship.&lt;br /&gt;
|-&lt;br /&gt;
|[[Starship Strafe|Starship Strafe]]|| - ||When using a starship’s ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide.&lt;br /&gt;
|-&lt;br /&gt;
|[[Strong Plus|Strong Plus]]|| - ||You gain two talents from the Strong hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Tough Plus|Tough Plus]]|| - ||You gain two talents from the Tough hero’s talent trees.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Draw|Quick Draw]]|| - ||The character can draw a weapon as a free action.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Reload|Quick Reload]]|| - ||Reloading a firearm with an already filled box magazine or speed loader is a free action.&lt;br /&gt;
|-&lt;br /&gt;
|[[Renown|Renown]]|| - ||The character’s Reputation bonus increases by +3.&lt;br /&gt;
|-&lt;br /&gt;
|[[Run|Run]]|| - ||When running, the character moves a maximum of five times his or her normal speed instead of four times.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shot on the Run|Shot on the Run]]|| Dexterity 13, Point Blank Shot, Dodge, Mobility.|| When using an attack action with a ranged weap­on, the character can move both before and after the attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[Skip Shot|Skip Shot]]|| Point Blank Shot, Precise Shot.|| Character may ignore cover between the character and the target in certain conditions.  &lt;br /&gt;
|-&lt;br /&gt;
|[[Spring Attack|Spring Attack]]|| Dexterity 13, Dodge, Mobility, base attack bonus +4.|| When using an attack action with a melee weapon, the character can move both before and after the attack.(This breaks current combat rules)&lt;br /&gt;
|-&lt;br /&gt;
|[[Stealthy|Stealthy]]|| - ||+2 bonus on all Hide checks and Move Silently checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Strafe|Strafe]]|| Simple Firearms Proficiency, Advanced Firearms Proficiency.|| When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide.&lt;br /&gt;
|-&lt;br /&gt;
|[[Streetfighting|Streetfighting]]|| Brawl, base attack bonus +2.|| Character can deal an extra 1d4 points of damage under certain conditions. &lt;br /&gt;
|-&lt;br /&gt;
|[[Studious|Studious]]|| - ||+2 bonus on all Decipher Script checks and Study checks. &lt;br /&gt;
|-&lt;br /&gt;
|[[Sunder|Sunder]]|| Strength 13, Power Attack.|| When attempting to sunder CMO the character does not provoke an attack of opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|[[Surface Vehicle Operation|Surface Vehicle Operation]]|| - ||The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.&lt;br /&gt;
|-&lt;br /&gt;
|[[Surgery|Surgery]]|| - ||The character can use the Treat Injury skill to perform surgery without penalty.&lt;br /&gt;
|-&lt;br /&gt;
| [[TechniqueNoice|Technique, Novice]]|| - || A Character can use Level 0 Techniques infinitely.&lt;br /&gt;
|-&lt;br /&gt;
| [[TechniqueAdvance|Technique, Advance]]|| Novice Technique || A Character can sacrifice a higher level technique to be able able to use another lower level technique.&lt;br /&gt;
|-&lt;br /&gt;
| [[TechniqueMaster|Technique, Master]]|| Advance Technique || Techniques that use Advance Class level to modify stats now uses Character level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Toughness|Toughness]]|| - ||The character gains +3 hit points.&lt;br /&gt;
|-&lt;br /&gt;
|[[Track|Track]]|| - ||A character can take an extra survival check when tracking&lt;br /&gt;
|-&lt;br /&gt;
|[[Trustworthy|Trustworthy]]|| - ||+2 bonus on all Diplomacy checks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-Weapon Fighting|Two-Weapon Fighting]]|| - ||The character’s penalties for fighting with two weapons are lessened.&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbalance Opponent|Unbalance Opponent]]|| Defensive Martial Arts, base attack bonus +6.|| A target opponent no longer gets to add Str modifier to attack roles when targeting you. &lt;br /&gt;
|-&lt;br /&gt;
|[[Vehicle Dodge|Vehicle Dodge]]|| Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.|| +1 dodge bonus to Defense against attacks while in vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vehicle Expert|Vehicle Expert]]|| - ||+2 bonus on all Pilot checks.&lt;br /&gt;
|-&lt;br /&gt;
| [[ArchaicWeaponsPro|Weapons, Archaic Proficiency]] || - || The Character doesn&#039;t take a -4 when using archaic weapons (both melee and ranged)&lt;br /&gt;
|-&lt;br /&gt;
| [[ExoticWeaponsPro|Weapons, Exotic Proficiency]] || - || The Character doesn&#039;t take a -4 when using exotic weapons (both melee and ranged)&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Finesse|Weapon Finesse]]|| Proficient with weapon, base attack bonus +1.|| Use Dexterity modifier instead of Strength modifier on attack rolls.&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Focus|Weapon Focus]]|| Proficient with weapon, base attack bonus +1.||+1 bonus on all attack rolls he or she makes using the selected weapon.&lt;br /&gt;
|-&lt;br /&gt;
|[[Whirlwind Attack|Whirlwind Attack]]|| Dexterity 13, Intelligence 13, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.||Make one melee attack at the character’s highest base attack bonus against each adjacent opponent.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild Talent|Wild Talent]] || - ||Select one 0-level psionic power. &lt;br /&gt;
|-&lt;br /&gt;
|[[Windfall|Windfall]]|| - ||The character’s Credit bonus increases by +3.&lt;br /&gt;
|-&lt;br /&gt;
|[[Ulta Immune System|Ulta Immune System]]|| - ||You gain a +2 bonus on Constitution saving throws to resist poisons, diseases, and radiation sickness.&lt;br /&gt;
|-&lt;br /&gt;
|[[Urban Tracking|Urban Tracking]]|| - ||You can use Diplomacy checks to track down and individual. &lt;br /&gt;
|-&lt;br /&gt;
|[[Xenomedic|Xenomedic]]|| Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery.||Use the Treat Injury skill on a living creature regardless of its type, without penalty.&lt;br /&gt;
|-&lt;br /&gt;
|[[Zero-G Training|Zero-G Training]]|| Dexterity 13, Tumble 4 ranks.|| You take no penalty on attack rolls in low-gravity or zero-gravity environments.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Old Rules: We may be using some of these feats or remaking them later==&lt;br /&gt;
&lt;br /&gt;
These feats are in addition to the Pathfinder Roleplaying Game core rules and can be used by any class.&lt;br /&gt;
&lt;br /&gt;
Modern firearms are considered to be advanced firearms in reference to any other core feats.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Feat&lt;br /&gt;
! Prerequisite&lt;br /&gt;
! Benefit&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Brawl||-||+1 CMB &amp;amp; CMD; 1d6 non-lethal damage unarmed strike&lt;br /&gt;
|-&lt;br /&gt;
|Builder||-||+2 bonus on all Craft skill checks and make checks untrained&lt;br /&gt;
|-&lt;br /&gt;
|Business Savvy||-||+2 on Knowledge (business) &amp;amp; Knowledge (civics)&lt;br /&gt;
|-&lt;br /&gt;
|Cautious||-||+2 Craft (explosives) &amp;amp; Disable Device&lt;br /&gt;
|-&lt;br /&gt;
|Computer Backdoor||Know (technology) 1 rank||Install a hidden computer code&lt;br /&gt;
|-&lt;br /&gt;
|Computer Charm||Know (technology) 1 rank||Add Knowledge (technology) to Charisma checks&lt;br /&gt;
|-&lt;br /&gt;
|Computer Code Monkey||Know (technology) 1 rank||Read and write computer code&lt;br /&gt;
|-&lt;br /&gt;
|Computer False Trail||Know (technology) 1 rank||Implement a computer false trail&lt;br /&gt;
|-&lt;br /&gt;
|Computer Stealth||Know (technology) 1 rank||Hide from computer security&lt;br /&gt;
|-&lt;br /&gt;
|Confident||-||+2 on all Intimidate and Profession (gamble)&lt;br /&gt;
|-&lt;br /&gt;
|Creative||-||+2 bonus on all Perform skill checks and make checks untrained&lt;br /&gt;
|-&lt;br /&gt;
|Critical Brawl||Brawl||Unarmed strike improves to 19-20&lt;br /&gt;
|-&lt;br /&gt;
|Drive-By Attack||Profession (driver, pilot, or sailor)||No vehicle speed penalty when attacking in a moving vehicle&lt;br /&gt;
|-&lt;br /&gt;
|Educated||-||+2 bonus on two Knowledge skill checks&lt;br /&gt;
|-&lt;br /&gt;
|Elusive Target||Dex 13+||+2 dodge bonus to AC against ranged attacks.&lt;br /&gt;
|-&lt;br /&gt;
|Fleet of Foot||Run||You can turn corners without losing momentum.&lt;br /&gt;
|-&lt;br /&gt;
|Focused||-||+2 bonus on all Appraise and Perception checks&lt;br /&gt;
|-&lt;br /&gt;
|Force Stop||Profession (driver) 2 ranks||Force another vehicle to a stop&lt;br /&gt;
|-&lt;br /&gt;
|Gear Head||-||+2 bonus on Craft (electronic) &amp;amp; Craft (mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Guide||-||+2 bonus on all Knowledge (geography) &amp;amp; Knowledge (nature)&lt;br /&gt;
|-&lt;br /&gt;
|Improved Brawl||Brawl||+2 CMB; 1d8 non-lethal damage with unarmed strike.&lt;br /&gt;
|-&lt;br /&gt;
|Improved Critical Brawl||Critical Brawl||Unarmed critical strikes deal extra damage&lt;br /&gt;
|-&lt;br /&gt;
|Improved Knockout Punch||Knockout Punch||Non-lethal unarmed strike critical does triple damage&lt;br /&gt;
|-&lt;br /&gt;
|Knockout Punch||Brawl||Non-lethal damage unarmed strike is automatic critical&lt;br /&gt;
|-&lt;br /&gt;
|Medical Expert||-||+2 bonus on all Craft (pharmaceutical) and Heal checks&lt;br /&gt;
|-&lt;br /&gt;
|Nimble||-||+2 bonus on all Escape Artist and Sleight of Hand&lt;br /&gt;
|-&lt;br /&gt;
|Street Fighting||Brawl||+1d4 damage 1 per round with unarmed attack or light weapon&lt;br /&gt;
|-&lt;br /&gt;
|Studious||-||+2 bonus on all Linguistics and Perception checks&lt;br /&gt;
|-&lt;br /&gt;
|Surgery||Heal 2 ranks||Use the Heal skill to perform surgery&lt;br /&gt;
|-&lt;br /&gt;
|Talented||Modern Hero Class Only||You gain a Talent from the Modern Hero Class&lt;br /&gt;
|-&lt;br /&gt;
|Tracker||-||+2 bonus to Perception and Survival skill&lt;br /&gt;
|-&lt;br /&gt;
|Trustworthy||-||+2 bonus on all Diplomacy checks and Bluff checks&lt;br /&gt;
|-&lt;br /&gt;
|Unbalance Opponent||Brawl||Opponent doesn&#039;t get to add Strength modifier to hit&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Dodge||Profession (driver, pilot, or sailor)||+2 dodge to Defense against attacks from a vehicle&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Expert||-||Add Dex modifier to Profession (driver, pilot, or sailor)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicle Specialization||De.||+3 bonus on Profession (driver, pilot, or sailor) checks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Feat Descriptions ==&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows how to fight unarmed, dealing greater damage with his hands and feet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +1 bonus on your CMB and CMD. Unarmed attack nonlethal damage increases to 1d6 + Strength modifier.&lt;br /&gt;
&lt;br /&gt;
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.&lt;br /&gt;
;&amp;lt;u&amp;gt;Builder&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can create useful items and structures with the right tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on all Craft skill checks and can make checks with those skills untrained.&lt;br /&gt;
;&amp;lt;u&amp;gt;Business Savvy&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows his way around the office, boardroom and sales floor of the business world.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus to Knowledge (civics) and Knowledge (business.)&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Cautious&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character understands that delicate devices require a patient touch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Craft (explosives) and Disable Device.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Backdoor&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Install a hidden computer code.&lt;br /&gt;
&lt;br /&gt;
After successfully breaking into a specific computer system, the character can install a “backdoor,” a piece of code making it easier to break into that particular system in the future. Writing and installing the program requires a Knowledge (technology) check (see chart below)  but once successfully installed it automatically defeats that system&#039;s security upon return trips.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level of Security&lt;br /&gt;
! DC&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Minimum||25&lt;br /&gt;
|-&lt;br /&gt;
|Average||30&lt;br /&gt;
|-&lt;br /&gt;
|Exceptional||40&lt;br /&gt;
|-&lt;br /&gt;
|Maximum||45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is important to keep backdoors hidden from the system administrator, who is always on the lookout for such invasions. A backdoor automatically allows the character entrance to a particular system, but every time he uses it he must make an opposed Knowledge (technology) check against the administrator. Failure means the backdoor is discovered and will be deleted before the next time the character returns.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|System Admin Attitude&lt;br /&gt;
! Knowledge (tech) Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Lazy/Overconfident||-4&lt;br /&gt;
|-&lt;br /&gt;
|Indifferent||-2&lt;br /&gt;
|-&lt;br /&gt;
|Competent||0&lt;br /&gt;
|-&lt;br /&gt;
|Proactive||+2&lt;br /&gt;
|-&lt;br /&gt;
|Aggressive||+4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Charm&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Add Knowledge (technology) to Charisma checks.&lt;br /&gt;
&lt;br /&gt;
When attempting to use a Charisma based skill such a Bluff, Intimidate, or Diplomacy in an online situation, the character adds his Knowledge (technology) skill ranks as a bonus.&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Code Monkey&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Read and write computer code.&lt;br /&gt;
&lt;br /&gt;
The character can understand both the nature of raw computer code and what the program is intended to accomplish when implemented.&lt;br /&gt;
&lt;br /&gt;
On a successful Knowledge (technology) check (DC 10 + Knowledge (technology) skill modifier of the code&#039;s author) the character can determine both the function of the program and any bugs or potential weak points in the design.&lt;br /&gt;
&lt;br /&gt;
If weak points are found, the character gains a +2 insight bonus on Knowledge (technology) checks attempting to degrade the program&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer False Trail&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Implement a computer false trail.&lt;br /&gt;
&lt;br /&gt;
When covering his electronically tracks through the internet, the character can lay in a false trail.&lt;br /&gt;
&lt;br /&gt;
With a successful Knowledge (technology) DC 25 check, the character imposes a –5 penalty on any attempt to trace him (as described in the Defend Security function of the Knowledge (technology) skill.&lt;br /&gt;
&lt;br /&gt;
If the trace fails by 10 or more points, the tracker follows the character&#039;s false trail to an innocent internet address. If the trace fails by less than 10 points, the tracker immediately realizes the trail is bogus and can make a new check.&lt;br /&gt;
;&amp;lt;u&amp;gt;Computer Stealth&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Knowledge (technology) 1 rank.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Hide from computer security.&lt;br /&gt;
&lt;br /&gt;
When the character attempts to defeat computer security, the administrator is alerted only if the character fails his Knowledge (technology) check by 10 or more.&lt;br /&gt;
;&amp;lt;u&amp;gt;Confident&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character excels at Intimidation and Gambling.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Intimidate and Profession (gambler.)&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Creative&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has an eye for art, an ear for music and a gift to entertain.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on all Perform skill checks and can make checks with those skills untrained.&lt;br /&gt;
;&amp;lt;u&amp;gt;Critical Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character&#039;s unarmed strikes have a higher threat range.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: The character&#039;s threat range on an unarmed strike improves to 19-20.&lt;br /&gt;
&lt;br /&gt;
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.&lt;br /&gt;
;&amp;lt;u&amp;gt;Drive-By Attack&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While operating a vehicle, you can move, strike at a foe and then continue moving.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 1 rank in Profession (driver, pilot, or sailor.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: If the character is the operator of the vehicle, he or he can take a standard action at any point along the vehicle&#039;s movement.&lt;br /&gt;
;&amp;lt;u&amp;gt;Educated&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has received schooling on a variety of subjects.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on all Knowledge skill checks and can make checks with those skills untrained.&lt;br /&gt;
;&amp;lt;u&amp;gt;Elusive Target&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +4 dodge bonus to AC against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Dex 13+ required.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +4 dodge bonus to AC against ranged attacks.&lt;br /&gt;
;&amp;lt;u&amp;gt;Fleet of Foot&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can turn corners without losing momentum.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Run.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When running or charging, you can make a single direction change of 90° or less.&lt;br /&gt;
&lt;br /&gt;
Normal: Without this feat, you can run or charge only in a straight line.&lt;br /&gt;
;&amp;lt;u&amp;gt;Focused&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character is very perceptive and examines things closely.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain +2 bonus on Appraise and Perception.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Force Stop&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When operating a vehicle, the character can force another vehicle to a stop.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 2 ranks in Profession (driver.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When the character attempts a sideswipe stunt with a land based vehicle, you can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character&#039;s turn number.&lt;br /&gt;
&lt;br /&gt;
After succeeding on the check to attempt the sideswipe, the character makes a Profession (driver) check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the characters, so that they form a tee.&lt;br /&gt;
&lt;br /&gt;
Move them forward a distance equal to the character&#039;s Profession (driver) total ranks. The vehicles end their movement at that location, at stationary speed and take their normal sideswipe damage.&lt;br /&gt;
;&amp;lt;u&amp;gt;Gear Head&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character excels at working on electronic &amp;amp; mechanical items.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Craft (electronic &amp;amp; mechanical.)&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Guide&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows the lay of the land.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain +2 bonus on Knowledge (geography &amp;amp; nature.) &lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Improved Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character knows how to fight unarmed, dealing greater damage with his hands and feet.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on your CMB and the character deals nonlethal damage equal to 1d8 + the character&#039;s Strength modifier.&lt;br /&gt;
&lt;br /&gt;
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.&lt;br /&gt;
;&amp;lt;u&amp;gt;Improved Critical Brawl&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character&#039;s unarmed critical strikes deal extra damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Critical Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.&lt;br /&gt;
&lt;br /&gt;
Normal: An unarmed strike critical hit deals double damage.&lt;br /&gt;
;&amp;lt;u&amp;gt;Knockout Punch&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can deliver a non-lethal, unarmed strike that does some serious damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When making the character&#039;s first unarmed attack, treat a successful attack as a critical hit. This damage is nonlethal damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Special&#039;&#039;&#039;: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.&lt;br /&gt;
;&amp;lt;u&amp;gt;Medical Expert&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has been trained in the areas of pharmaceuticals and the medical care of others.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Craft (pharmaceutical) and Heal.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Nimble&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character is adept at slipping through bonds and hiding things in plain sight.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Escape Artist and Sleight of Hand.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Street Fighting&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has picked up a few dirty tricks along the way that make hits hurt just a little more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.&lt;br /&gt;
;&amp;lt;u&amp;gt;Studious&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character has spent many hours studying academia and is quick to pick up new information.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Linguistics and Perception.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Surgery&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the Heal skill to perform surgery.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 2 ranks in the skill Heal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: With a surgery kit, a character can conduct field surgery with a successful Heal skill check.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Surgery&amp;lt;/u&amp;gt; requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen.&lt;br /&gt;
&lt;br /&gt;
Each 1d6 of healing adds a + 1 to the DC modifier.&lt;br /&gt;
&lt;br /&gt;
The DC is 10 + 1 per d6 of healing.&lt;br /&gt;
&lt;br /&gt;
The surgeon can restore up to the patient&#039;s full normal total of hit points, with a successful skill check.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Surgery&amp;lt;/u&amp;gt; can only be used successfully on a character once in a 24-hour period.&lt;br /&gt;
;&amp;lt;u&amp;gt;Talented&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain a Talent from the Modern Hero Class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Modern Hero Class Only.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a Talent from the Modern Hero Class.&lt;br /&gt;
;&amp;lt;u&amp;gt;Tracker&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +2 bonus to the Perception and Survival skill.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus to Perception and Survival.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Trustworthy&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +2 bonus on all Diplomacy checks and Bluff checks.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +2 bonus on Diplomacy and Bluff.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.&lt;br /&gt;
;&amp;lt;u&amp;gt;Unbalance Opponent&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Opponent doesn&#039;t add Strength to attack, CMB and CMD against the character.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Brawl.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You can, with a successful combat maneuver, deny an opponent his Strength bonus to his attack rolls, CMB and CMD, for one round. This will not function on opponents a size category larger or more than you.&lt;br /&gt;
;&amp;lt;u&amp;gt;Vehicle Dodge&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +2 dodge to his vehicle&#039;s Armor Class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 1 rank in skill Profession (driver, pilot, or sailor.)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: When operating a vehicle, the character&#039;s vehicle and everyone aboard, receives a +2 dodge bonus to AC.&lt;br /&gt;
;&amp;lt;u&amp;gt;Vehicle Expert&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character can add his Dexterity modifier to his Profession (driver, pilot, or sailor).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Dexterity.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You can add your Dexterity modifier to Profession (driver, pilot, or sailor) when making a check involving a vehicle. This will increase all vehicle base stats including the vehicle&#039;s AC.&lt;br /&gt;
;&amp;lt;u&amp;gt;Vehicle Specialization&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character gains a +3 bonus on Profession (driver, pilot, or sailor).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: 1 rank in skill Profession (driver, pilot, or sailor).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You gain a +3 bonus to a Profession (driver, pilot, or sailor) in one make/model of vehicle when making a check involving that vehicle.&lt;br /&gt;
&lt;br /&gt;
If you have 10 or more ranks in one of these skills, the bonus increases to +6 for that skill.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2741</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2741"/>
		<updated>2016-01-16T00:39:40Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Ability Checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
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=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to preform the action associated with the skill. They must be willing to spend that amount of time doing just that and nothing else. (Except for talking too other Characters)&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is a standard action if done in combat, and the character can’t take 10 or 20 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task. The attempt to aid can only occur if the helping character can also preform the same skill. Unless they have a feat or class talent that says otherwise.&lt;br /&gt;
&lt;br /&gt;
In some cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits the number of other characters can aid as he or she sees fit for the conditions. A general rule of thumb is 1 additional Character can help. The GM may find that some tasks can be large enough that it would be reasonable for more Characters to help.&lt;br /&gt;
&lt;br /&gt;
Aiding and dividing up a task are two different things. Dividing up a task means that all Characters preform a section of the work and all have to succeed in order for a successful outcome. Crafting large items such as structures is an example of when tasks can be divided up. &lt;br /&gt;
&lt;br /&gt;
Another scenario is cooperative work. This is when all characters can preform the same task and roll each on there own however not all have to be successful for a positive outcome. An example of this would be searching a room for clues. Each Player rolls a Perception skill check for there respected Characters but only one has to be successful at spotting the clue.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed. Difficulty Class is the opposing number that is compared to the finial number after the modifiers are added too the roll. This DC is used not only for skills but for other rolls as well such as Saving throws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Perception)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Athletics: Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Perception)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Athletics: Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Athletics: Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando through the an alien forests on an overcast night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Stealth||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Stealth||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Language||Perception&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous will provoke an Attack of Opportunity against a character when he or she lets his or her guard down. To learn more please visit the [[Combat|Combat]] page.&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a person you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2740</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2740"/>
		<updated>2016-01-16T00:38:03Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Time and Skill Checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to preform the action associated with the skill. They must be willing to spend that amount of time doing just that and nothing else. (Except for talking too other Characters)&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is a standard action if done in combat, and the character can’t take 10 or 20 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task. The attempt to aid can only occur if the helping character can also preform the same skill. Unless they have a feat or class talent that says otherwise.&lt;br /&gt;
&lt;br /&gt;
In some cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits the number of other characters can aid as he or she sees fit for the conditions. A general rule of thumb is 1 additional Character can help. The GM may find that some tasks can be large enough that it would be reasonable for more Characters to help.&lt;br /&gt;
&lt;br /&gt;
Aiding and dividing up a task are two different things. Dividing up a task means that all Characters preform a section of the work and all have to succeed in order for a successful outcome. Crafting large items such as structures is an example of when tasks can be divided up. &lt;br /&gt;
&lt;br /&gt;
Another scenario is cooperative work. This is when all characters can preform the same task and roll each on there own however not all have to be successful for a positive outcome. An example of this would be searching a room for clues. Each Player rolls a Perception skill check for there respected Characters but only one has to be successful at spotting the clue.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed. Difficulty Class is the opposing number that is compared to the finial number after the modifiers are added too the roll. This DC is used not only for skills but for other rolls as well such as Saving throws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Perception)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Athletics: Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Perception)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Athletics: Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Athletics: Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando through the an alien forests on an overcast night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Stealth||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Stealth||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Language||Perception&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous will provoke an Attack of Opportunity against a character when he or she lets his or her guard down. To learn more please visit the [[Combat|Combat]] page.&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2739</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2739"/>
		<updated>2016-01-16T00:35:47Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Opposed Checks */&lt;/p&gt;
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&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
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=== Natural/Unnatural ===&lt;br /&gt;
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Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
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=== Trained/Untrained ===&lt;br /&gt;
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Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
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=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
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==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
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A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
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==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to preform the action associated with the skill. They must be willing to spend that amount of time doing just that and nothing else. (Except for talking too other Characters)&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
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=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is a standard action if done in combat, and the character can’t take 10 or 20 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task. The attempt to aid can only occur if the helping character can also preform the same skill. Unless they have a feat or class talent that says otherwise.&lt;br /&gt;
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In some cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits the number of other characters can aid as he or she sees fit for the conditions. A general rule of thumb is 1 additional Character can help. The GM may find that some tasks can be large enough that it would be reasonable for more Characters to help.&lt;br /&gt;
&lt;br /&gt;
Aiding and dividing up a task are two different things. Dividing up a task means that all Characters preform a section of the work and all have to succeed in order for a successful outcome. Crafting large items such as structures is an example of when tasks can be divided up. &lt;br /&gt;
&lt;br /&gt;
Another scenario is cooperative work. This is when all characters can preform the same task and roll each on there own however not all have to be successful for a positive outcome. An example of this would be searching a room for clues. Each Player rolls a Perception skill check for there respected Characters but only one has to be successful at spotting the clue.&lt;br /&gt;
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=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed. Difficulty Class is the opposing number that is compared to the finial number after the modifiers are added too the roll. This DC is used not only for skills but for other rolls as well such as Saving throws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Perception)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Athletics: Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Perception)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Athletics: Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Athletics: Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando through the an alien forests on an overcast night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Stealth||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Stealth||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Perception&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Language||Perception&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
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	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2738</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2738"/>
		<updated>2016-01-16T00:31:35Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Difficulty Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
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=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
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=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
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=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to preform the action associated with the skill. They must be willing to spend that amount of time doing just that and nothing else. (Except for talking too other Characters)&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is a standard action if done in combat, and the character can’t take 10 or 20 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task. The attempt to aid can only occur if the helping character can also preform the same skill. Unless they have a feat or class talent that says otherwise.&lt;br /&gt;
&lt;br /&gt;
In some cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits the number of other characters can aid as he or she sees fit for the conditions. A general rule of thumb is 1 additional Character can help. The GM may find that some tasks can be large enough that it would be reasonable for more Characters to help.&lt;br /&gt;
&lt;br /&gt;
Aiding and dividing up a task are two different things. Dividing up a task means that all Characters preform a section of the work and all have to succeed in order for a successful outcome. Crafting large items such as structures is an example of when tasks can be divided up. &lt;br /&gt;
&lt;br /&gt;
Another scenario is cooperative work. This is when all characters can preform the same task and roll each on there own however not all have to be successful for a positive outcome. An example of this would be searching a room for clues. Each Player rolls a Perception skill check for there respected Characters but only one has to be successful at spotting the clue.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed. Difficulty Class is the opposing number that is compared to the finial number after the modifiers are added too the roll. This DC is used not only for skills but for other rolls as well such as Saving throws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Perception)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Athletics: Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Perception)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Athletics: Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Athletics: Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando through the an alien forests on an overcast night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2737</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2737"/>
		<updated>2016-01-16T00:29:12Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Difficulty Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to preform the action associated with the skill. They must be willing to spend that amount of time doing just that and nothing else. (Except for talking too other Characters)&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is a standard action if done in combat, and the character can’t take 10 or 20 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task. The attempt to aid can only occur if the helping character can also preform the same skill. Unless they have a feat or class talent that says otherwise.&lt;br /&gt;
&lt;br /&gt;
In some cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits the number of other characters can aid as he or she sees fit for the conditions. A general rule of thumb is 1 additional Character can help. The GM may find that some tasks can be large enough that it would be reasonable for more Characters to help.&lt;br /&gt;
&lt;br /&gt;
Aiding and dividing up a task are two different things. Dividing up a task means that all Characters preform a section of the work and all have to succeed in order for a successful outcome. Crafting large items such as structures is an example of when tasks can be divided up. &lt;br /&gt;
&lt;br /&gt;
Another scenario is cooperative work. This is when all characters can preform the same task and roll each on there own however not all have to be successful for a positive outcome. An example of this would be searching a room for clues. Each Player rolls a Perception skill check for there respected Characters but only one has to be successful at spotting the clue.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed. Difficulty Class is the opposing number that is compared to the finial number after the modifiers are added too the roll. This DC is used not only for skills but for other rolls as well such as Saving throws.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Spot)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Listen)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando  through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2736</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2736"/>
		<updated>2016-01-16T00:26:27Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Aiding Another */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to preform the action associated with the skill. They must be willing to spend that amount of time doing just that and nothing else. (Except for talking too other Characters)&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is a standard action if done in combat, and the character can’t take 10 or 20 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task. The attempt to aid can only occur if the helping character can also preform the same skill. Unless they have a feat or class talent that says otherwise.&lt;br /&gt;
&lt;br /&gt;
In some cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits the number of other characters can aid as he or she sees fit for the conditions. A general rule of thumb is 1 additional Character can help. The GM may find that some tasks can be large enough that it would be reasonable for more Characters to help.&lt;br /&gt;
&lt;br /&gt;
Aiding and dividing up a task are two different things. Dividing up a task means that all Characters preform a section of the work and all have to succeed in order for a successful outcome. Crafting large items such as structures is an example of when tasks can be divided up. &lt;br /&gt;
&lt;br /&gt;
Another scenario is cooperative work. This is when all characters can preform the same task and roll each on there own however not all have to be successful for a positive outcome. An example of this would be searching a room for clues. Each Player rolls a Perception skill check for there respected Characters but only one has to be successful at spotting the clue.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Spot)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Listen)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando  through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2735</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2735"/>
		<updated>2016-01-16T00:22:38Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Aiding Another */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to preform the action associated with the skill. They must be willing to spend that amount of time doing just that and nothing else. (Except for talking too other Characters)&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is a standard action if done in combat, and the character can’t take 10 or 20 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task. The attempt to aid can only occur if the helping character can also preform the same skill. Unless they have a feat or class talent that says otherwise.&lt;br /&gt;
&lt;br /&gt;
In many cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits the number of other characters can aid as he or she sees fit for the conditions. A general rule of thumb is 1 additional Character can help. The GM may find that some tasks can be large enough that it would be reasonable for more Characters to help.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Spot)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Listen)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando  through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2734</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2734"/>
		<updated>2016-01-16T00:13:28Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Taking 10 and Taking 20 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
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=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
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=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
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=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to preform the action associated with the skill. They must be willing to spend that amount of time doing just that and nothing else. (Except for talking too other Characters)&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is an attack action, and the character can’t take 10 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task.&lt;br /&gt;
&lt;br /&gt;
In many cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits aid another attempts as he or she sees fit for the conditions.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Spot)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Listen)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando  through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2733</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2733"/>
		<updated>2016-01-16T00:13:08Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Taking 10 and Taking 20 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to preform the action associated with the skill. They must be willing to spend that amount of time doing just that and nothing else.&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is an attack action, and the character can’t take 10 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task.&lt;br /&gt;
&lt;br /&gt;
In many cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits aid another attempts as he or she sees fit for the conditions.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Spot)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Listen)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando  through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2732</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2732"/>
		<updated>2016-01-16T00:08:17Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Using Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to before the skill. They must be willing to spend that amount of time doing just that and nothing else.&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is an attack action, and the character can’t take 10 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task.&lt;br /&gt;
&lt;br /&gt;
In many cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits aid another attempts as he or she sees fit for the conditions.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Spot)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Listen)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando  through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2731</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2731"/>
		<updated>2016-01-16T00:07:20Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Using Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
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&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
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&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a the skills isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to before the skill. They must be willing to spend that amount of time doing just that and nothing else.&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is an attack action, and the character can’t take 10 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task.&lt;br /&gt;
&lt;br /&gt;
In many cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits aid another attempts as he or she sees fit for the conditions.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Spot)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Listen)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando  through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2730</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2730"/>
		<updated>2016-01-15T23:52:27Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Trained/Untrained */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is a simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a the skills isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to before the skill. They must be willing to spend that amount of time doing just that and nothing else.&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is an attack action, and the character can’t take 10 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task.&lt;br /&gt;
&lt;br /&gt;
In many cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits aid another attempts as he or she sees fit for the conditions.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Spot)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Listen)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando  through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2729</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2729"/>
		<updated>2016-01-15T23:50:55Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Natural/Unnatural */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Modifying Character Sheet&#039;&#039;&#039;: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is a simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a the skills isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to before the skill. They must be willing to spend that amount of time doing just that and nothing else.&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is an attack action, and the character can’t take 10 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task.&lt;br /&gt;
&lt;br /&gt;
In many cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits aid another attempts as he or she sees fit for the conditions.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Spot)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Listen)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando  through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2728</id>
		<title>SkillsBasics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=SkillsBasics&amp;diff=2728"/>
		<updated>2016-01-15T23:48:08Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* All About Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the [[Skills|Skills]] section.&lt;br /&gt;
&lt;br /&gt;
== All About Skills ==&lt;br /&gt;
Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action.  Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like &amp;quot;Swimming&amp;quot;, &amp;quot;Jumping&amp;quot;, &amp;quot;Climbing&amp;quot; and so on. They all fall under the Ability of Strength. &lt;br /&gt;
&lt;br /&gt;
Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the [[Skills|Skills]] section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone&#039;s Perception check.  &lt;br /&gt;
&lt;br /&gt;
At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character&#039;s [[Future_Hero_Base_Class|Base Class]] and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.  &lt;br /&gt;
&lt;br /&gt;
All skills have certain attributes.&lt;br /&gt;
# Class/Non-Class&lt;br /&gt;
# Natural/Unnatural&lt;br /&gt;
# Trained/Untrained&lt;br /&gt;
# Rank Dependent&lt;br /&gt;
&lt;br /&gt;
The different attributes will be explained in more detail below:&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.&lt;br /&gt;
&lt;br /&gt;
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Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=== Natural/Unnatural ===&lt;br /&gt;
&lt;br /&gt;
Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first. &lt;br /&gt;
&lt;br /&gt;
The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.&lt;br /&gt;
&lt;br /&gt;
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Character Sheet: On the Character sheet skills that are Unnatural are identified with a &#039;*&#039; next too there name. You can also see by looking at the Skills page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trained/Untrained ===&lt;br /&gt;
&lt;br /&gt;
Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained. &lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Modifying Character Sheet&#039;&#039;&#039;: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a &#039;*&#039; next to the skill name.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank Dependent Skills ===&lt;br /&gt;
&lt;br /&gt;
The third and finial type of skill is &amp;quot;Rank Dependent&amp;quot;. All &amp;quot;Rank Dependent&amp;quot; skills are considered to also be Unnatural. See the above section &amp;quot;Natural/Unnatural&amp;quot; for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target &amp;quot;DC&amp;quot; is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in &amp;quot;Common Human&amp;quot; it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in &amp;quot;Common Human&amp;quot;. That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different. &lt;br /&gt;
&lt;br /&gt;
This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:&lt;br /&gt;
&lt;br /&gt;
# [[Craft|Craft]]&lt;br /&gt;
# [[Perform|Perform]]&lt;br /&gt;
# [[Language|Language]]&lt;br /&gt;
# [[Tech|Tech]]&lt;br /&gt;
&lt;br /&gt;
== Using Skills ==&lt;br /&gt;
Using a skill is a simple as rolling a d20 and adding the Skill Mod Total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1d20 + Skill Modifier Total&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)&lt;br /&gt;
&lt;br /&gt;
However there are several side notes too consider. &lt;br /&gt;
# Is this skill usable in combat?&lt;br /&gt;
# If I use this skill in combat does this provoke an Attack of Opportunity&lt;br /&gt;
# How long does it take to use this Skill?&lt;br /&gt;
# If I fail what is the consequences? Can I try again? &lt;br /&gt;
&lt;br /&gt;
The above questions are all answered on a per skill biases on the [[Skills|Skills]] page. Luckily Characters at level 1 usually only have a few skills so learning how to use a the skills isn&#039;t difficult if you are a Player. However if you are the GM you should review all the skills in the [[Skills|Skills]] page before game play. You may also want to record what skills each player has. &lt;br /&gt;
&lt;br /&gt;
;Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with &amp;quot;natural&amp;quot; skills. And a character can only add ability modifiers to a skill if it is &#039;Trained&#039;.&lt;br /&gt;
&lt;br /&gt;
;Ability Modifier: The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:&lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Strength&#039;&#039;&#039;:&lt;br /&gt;
* [[Athletics|Athletics]]&lt;br /&gt;
:: &#039;&#039;&#039;Dexterity&#039;&#039;&#039;:&lt;br /&gt;
* [[Acrobatics|Acrobatics]], [[Drive|Drive]], [[Escape Artist|Escape Artist]], [[Pilot|Pilot]], [[Ride|Ride]], [[Sleight of Hand|Sleight of Hand]], [[Stealth|Stealth]]&lt;br /&gt;
:: &#039;&#039;&#039;Constitution&#039;&#039;&#039;:&lt;br /&gt;
* None&lt;br /&gt;
:: &#039;&#039;&#039;Intelligence&#039;&#039;&#039;:&lt;br /&gt;
* [[Computer Use|Computer Use]], [[Craft|Craft]], [[Decipher Script|Decipher Script]], [[Demolitions|Demolitions]], [[Disable Device|Disable Device]], [[Knowledge|Knowledge]], [[Study|Study]]&lt;br /&gt;
:: &#039;&#039;&#039;Wisdom&#039;&#039;&#039;:&lt;br /&gt;
* [[Perception|Perception]], [[Profession|Profession]], [[Sense Motive|Sense Motive]], [[Survival|Survival]], [[Treat Injury|Treat Injury]]&lt;br /&gt;
; &#039;&#039;&#039;Charisma&#039;&#039;&#039;:&lt;br /&gt;
* [[Bluff|Bluff]], [[Diplomacy|Diplomacy]], [[Disguise|Disguise]], [[Handle Animal|Handle Animal]], [[Intimidate|Intimidate]], [[Perform|Perform]]&lt;br /&gt;
&lt;br /&gt;
;Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.&lt;br /&gt;
&lt;br /&gt;
=== Skill Checks ===&lt;br /&gt;
When your character uses a skill, he isn&#039;t guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.&lt;br /&gt;
&lt;br /&gt;
Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check.  If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on. &lt;br /&gt;
&lt;br /&gt;
If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target&#039;s skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.&lt;br /&gt;
&lt;br /&gt;
==== Trying Again ====&lt;br /&gt;
If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.&lt;br /&gt;
&lt;br /&gt;
A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs. &lt;br /&gt;
&lt;br /&gt;
==== Taking 10 and Taking 20 ====&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to before the skill. They must be willing to spend that amount of time doing just that and nothing else.&lt;br /&gt;
&lt;br /&gt;
;Taking 10&lt;br /&gt;
&lt;br /&gt;
: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
;Taking 20&lt;br /&gt;
&lt;br /&gt;
: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.&lt;br /&gt;
&lt;br /&gt;
: Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).&lt;br /&gt;
&lt;br /&gt;
: Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps). &lt;br /&gt;
&lt;br /&gt;
;Ability Checks&lt;br /&gt;
: The normal take 10 and take 20 rules apply for ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Aiding Another ===&lt;br /&gt;
In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is an attack action, and the character can’t take 10 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task.&lt;br /&gt;
&lt;br /&gt;
In many cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits aid another attempts as he or she sees fit for the conditions.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Class ===&lt;br /&gt;
Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Difficulty Class Examples:&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Difficulty (DC)&lt;br /&gt;
! Example (Skill Used)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Very easy (0)||Notice something large in plain sight (Spot)&lt;br /&gt;
|-&lt;br /&gt;
| Easy (5)||Climb a knotted rope (Climb)&lt;br /&gt;
|-&lt;br /&gt;
| Average (10)||Hear an approaching security guard (Listen)&lt;br /&gt;
|-&lt;br /&gt;
| Tough (15)||Disarm an explosive (Demolitions)&lt;br /&gt;
|-&lt;br /&gt;
| Challenging (20)||Swim against a strong current (Swim)&lt;br /&gt;
|-&lt;br /&gt;
| Formidable (25)||Break into a secure computer system (Computer Use)&lt;br /&gt;
|-&lt;br /&gt;
| Heroic (30)||Leap across a 30-foot chasm (Jump)&lt;br /&gt;
|-&lt;br /&gt;
| Superheroic (35)||Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible (40)||Track a trained commando  through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Opposed Checks ===&lt;br /&gt;
Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. &lt;br /&gt;
For ties on opposed checks, the character with the higher key ability score wins.  If those scores are the same, roll again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Example Opposed Checks::&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Task&lt;br /&gt;
! Skill&lt;br /&gt;
! Opposing Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sneak up on someone||Move Silently||Listen&lt;br /&gt;
|-&lt;br /&gt;
| Con someone||Bluff||Sense Motive&lt;br /&gt;
|-&lt;br /&gt;
| Hide from someone||Hide||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Win a car race||Drive||Drive&lt;br /&gt;
|-&lt;br /&gt;
| Pretend to be someone else||Disguise||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Steal a key chain||Sleight of Hand||Spot&lt;br /&gt;
|-&lt;br /&gt;
| Create a fake ID||Forgery||Forgery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Favorable and Unfavorable Conditions ===&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. &lt;br /&gt;
The GM can alter the odds of success in four ways to take into account exceptional circumstances:&lt;br /&gt;
# Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.&lt;br /&gt;
# Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.&lt;br /&gt;
# Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.&lt;br /&gt;
# Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.&lt;br /&gt;
&lt;br /&gt;
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character&#039;s Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
=== Time and Skill Checks ===&lt;br /&gt;
Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity.  See the skill description for specifies on how long a skill takes to use.&lt;br /&gt;
&lt;br /&gt;
In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down. &lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.&lt;br /&gt;
&lt;br /&gt;
A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.&lt;br /&gt;
&lt;br /&gt;
=== Skill Synergy ===&lt;br /&gt;
Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.&lt;br /&gt;
&lt;br /&gt;
== Ability Checks ==&lt;br /&gt;
Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck.  When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example Ability Checks&amp;lt;/u&amp;gt;:&lt;br /&gt;
;Strength&lt;br /&gt;
: Forcing open a jammed or locked door&lt;br /&gt;
;Dexterity&lt;br /&gt;
: Tying a rope&lt;br /&gt;
;Constitution&lt;br /&gt;
: Holding one’s breath&lt;br /&gt;
;Intelligence&lt;br /&gt;
: Navigating a maze&lt;br /&gt;
;Wisdom&lt;br /&gt;
: Recognize a stranger you’ve seen before&lt;br /&gt;
;Charisma&lt;br /&gt;
: Getting yourself noticed in a crowd&lt;br /&gt;
&lt;br /&gt;
There is also Ability Saves which are explained in the [[Combat|Combat]] section.&lt;br /&gt;
&lt;br /&gt;
== Modifier Types and Stacking ==&lt;br /&gt;
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size.&lt;br /&gt;
If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.&lt;br /&gt;
&lt;br /&gt;
Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.&lt;br /&gt;
&lt;br /&gt;
All penalties stack, regardless of their descriptors.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Whats_Different&amp;diff=2727</id>
		<title>Whats Different</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Whats_Different&amp;diff=2727"/>
		<updated>2016-01-13T18:35:35Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;THIS NEEDS UPDATING!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What whats different about Future Path? What sets it about from Future d20 or for that matter any other Pen and Paper game? Well glad you asked! The biggest goal is to create a game system where Characters will have more well defined strengths and weaknesses. Balanced is achieved by groups/teams of characters. Another major goal is to help speed up combat to make it feel more action packed and involved. Here is a list of things different from Future d20 and what we strive to make uniq about our game system. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Wealth System&#039;&#039;&#039;: &lt;br /&gt;
:: A lot of P&amp;amp;P (Pen and Paper) game systems use a simplified way of handling wealth. The goal is to stream line game play and make it more about the story then about epic shopping. However this forces the GM and the Player to roll play in a certain way. What if you want to play out attempting to pay for the illegal substance or for your new Star Ship. Buying a ship can be a major commitment and achievement for a Player. So why not have Players manage there money? Well... its difficult when you get into modern finance. Things are more complicated. There needs to be a middle ground. We believe that our [[Wealth_and_Money|Wealth System]] is a good middle ground that helps to express a Players Wealth in a way that represents modern money without bogging down game play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. CTO/CTD &#039;&#039;&#039;:&lt;br /&gt;
:: CTO stands for Combat Technique Offence and CTD stands for Combat Technique Defence. This is inspired by rules from [http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers d20pfsrd.com]. Except we change it up a little. Our take on it is simple. In Future settings its more about epic laser battles and space ships. Not swords or melee combat. This isn&#039;t to say there isn&#039;t melee. But you don&#039;t bring a knife to a gun fight. So we take all melee style fighting and got it into Combat Melee System. That includes the classical maneuvers like trip and grapple. But also means punching or pistol whipping. Our goal here is to make melee combat smooth and quick. You roll the same d20 dice and you already know your modifiers because they are on your Character sheet. Combat should be able to transition quickly into melee and back into use of a ranged weapon. This also includes Advanced Combat Techniques. These are Techniques that require a feat or special class ability to preform. An example is the Combo Melee Attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Campaign Setting&#039;&#039;&#039;:&lt;br /&gt;
:: What originally inspired this was the serious lack of a Campaign Setting to explore for d20 Future/Modern. There was no Forgotten Realms or Golarion to explore. Although not completely a bad thing it kept the d20 Modern/Future game from feeling whole. Although it did make some sense. d20 Future is simply an expansion/module for d20 Modern. And Modern didn&#039;t really need a full Campaign Setting. It could be easily based in real world today. Maybe with just a few twists in it. d20 Future never had the attention it needed. It was too tied to its base on which it was founded on. The first thing that inspired this whole project was simply to give d20 Future a galaxy to run around in. Still largely unknown with possible mysteries or dangers at every star system but at the same time a home to go back to. Large amounts of explored space with civilizations all striving to prove themselves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Tech Level&#039;&#039;&#039;:&lt;br /&gt;
:: The Progress levels explained in d20 Future seamed over simplified yet also possibly over complicated. On one end there was not a lot of restrictions laid out on characters Progress Level. There civilizations progress level doesn&#039;t effect a Players Knowledge/Crafting and general experience with items of different levels. On the other end there was a lot of different levels. 9 to be exact. When Playing a d20 Future game rarely did we bring in Progress Levels with any relevance. But technology is so cool! Sci-Fi is surrounded by neat tech that unlocks wondrous impossibles and brings them into the palm of a Characters hand. They can bring power and awe. People of lower understanding may simply view someone with advance Technology as a god. Or at least someone of great power that should be feared. Technology is the fuel source of Sci-Fi story plot and can be used to empower GMs and Players alike. In Future Path Player Characters inherit the Tech Level of the civilization they grow up in. The Tech Level effects what level of items a player can repair/modify/craft. And penalties are given for the use of items with Tech Levels to high for a character to understand. More on Tech Level [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Attack Bonus&#039;&#039;&#039;:&lt;br /&gt;
:: Taking a page from D&amp;amp;D Next while also attempting to better balance Classes and levels we have separated the amount of attacks per turn a Class gets from its Attack Bonus. Now extra attacks are special abilities awarded at certain levels. Also the term &amp;quot;Base Attack Bonus&amp;quot; has been replaced with &amp;quot;Affinity Bonus&amp;quot;. Although similar to D&amp;amp;D Next its not quite the same. Your Affinity Bonus goes towards your Melee and Ranged attacks with weapons you are trained to use. It also is a modifier for saving throws with Attributes you have an affinity with. D&amp;amp;D Next doesn&#039;t stop there and applies the bonus to other things. Also how you determine Attributes you have an affinity with differ slightly. And even more different is you can have different &amp;quot;Efficiency Bonus&amp;quot; for each class. So you have a Base Class Affinity and your Advance Class also has an Affinity Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Skills&#039;&#039;&#039;:&lt;br /&gt;
:: Our approach to handling Skills may seem at first glance to be the same old same old. However there are several major differences. There are 3 types of skills. Natural, Trained, and Rank Dependent. The &amp;quot;Rank Dependent&amp;quot; is a new addition to our rule set. The idea is that the rank of the skill determines the best possible outcome. Instead of it just helping to beat a DC by adding a modifier to your d20 roll it also predetermines how good your success is if you do indeed successful. The best example is with Language. Now Language is handled by having a skill rank for each Language you know. If you have a rank of just 1 in say &amp;quot;Common Human&amp;quot; then your best possible outcome is just being able to tell that what you are reading/listening too is indeed Human speech and maybe a few words here and there. Even if you succeed with a natural 20. Your Character is just learning the language. Higher the rank the better the best possible outcome will be. &lt;br /&gt;
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:: We also add more rules on how to add more ranks to Natural skills. All skills wither they be trained or natural are &#039;locked&#039;. Class skills are automatically unlocked at level 1. However in order to apply the Character&#039;s ability modifier to an untrained non-class skill it must first be unlocked. This doesn&#039;t mean the player cannot attempt a roll they simply do not add any bonuses too it. In order to apply any ability modifier or even to simply use a trained skill you must first unlock AND add a rank too the skill. Unlocking costs 2 skill points. &lt;br /&gt;
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:: To Learn more please visit the [[SkillsBasics|Skills Basics]] page. &lt;br /&gt;
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&#039;&#039;&#039;7. Language&#039;&#039;&#039;:&lt;br /&gt;
:: As noted above in the Skill&#039;s section we treat language differently. You simply do not add a language once you level up and instantly are fluent in it. There is a Language skill. This skill determines the amount of languages a character can have. It also is added to any check that evolves comprehending a foreign language. Each language you use has its own skill and skill rank. The rank of that skill predetermines the best possible outcome. Your roll is simply to see if you succeed or fail to achieve that outcome. At rank 1 of a specific language skill a player is just learning that language. The rank is 1 through 6. 6 being that they are fluent in the language so much so they the appear to speak and write it as if it was there first language and they are able to manipulate accents. Each language skill is considered a &amp;quot;Trained&amp;quot; skill and to move up a rank in it costs 2 skill points instead of just one. That also goes for the primary Language skill itself. &lt;br /&gt;
&lt;br /&gt;
:: For the Campaign Setting another twist is added. A lot of different pen and paper games have different philosophies on how to handle language. We want to make a system that can be flexible for both major scenarios. One is that there is a common language and all Players speak it and most NPCs and other characters in the story does as well. Language barriers are rarely brought up. The other side of the fence is a more gritty/realistic approach and has language barriers be a common problem and even used as a plot device. Our approach will be to introduce a common language but have it up to the GM and Players on just how &amp;quot;common&amp;quot; it is in the universe. The the official Campaign setting there will be two common languages. Low Common and High Common. Low being a very simple and easy to learn language thats only confusing part is its many different ways of expressing meaning in order to facilitate species biological differences. Its simple in that it is used to convey only the most basic ideas. High Common is far more complicated with far more exceptions however with complexity you also gain the ability to express much more. Of course there will be other languages but these two are the best way to communicate to the average alien. Will you use this setup? Its honestly up too the GM. But more rules on language skill can be find in the [[Skills|Skills]] section and more about Low/High common can be found in the Campaign Section.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Techniques&amp;diff=2717</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Techniques&amp;diff=2717"/>
		<updated>2016-01-12T01:00:45Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Helix Warrior Techniques */&lt;/p&gt;
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&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
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Techniques are special combat moves that a Character can preform. They can cause damage like a normal attack but often are used to give an enemy a condition or effect them in some other way besides damage. For example they can immobilize an enemy or cause them to be distracted for a time. Techniques can also be used to assist ally characters by providing buffs to their stats. &lt;br /&gt;
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The techniques below are separated out by each Advance Class they are associated with. First however is the &#039;Combat Techniques&#039; these are generic techniques that any character can preform at level 0 and beyond. &lt;br /&gt;
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Combat Techniques rules are explained in the Combat Techniques section. These rules are special to Combat and Advanced Combat Techniques and use a Characters CTO and CTD. This is because all Characters are able to preform these types of Techniques. However other techniques that are largely Class based have a separate set of rules. These are explained below.&lt;br /&gt;
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Each Technique is associated with one of the Character&#039;s 6 main Abilities. Techniques for a specific class are always tide a single main Ability. This ability provides the modifier for that technique. Whenever using that technique and it states to use the modifier it is referring to the ability modifier. &lt;br /&gt;
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A Technique may require an opposing check. Meaning that the target may have a chance to avoid the technique or at the very least have it effect them less. Usually this means half damage or no damage. An opposing check is preformed by the victim of the technique and is usually an Ability Check. The DC of that check is determined by the user of the technique. It is 10 + Technique Level + Modifier + Misc Mods.&lt;br /&gt;
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A technique usually takes a standard action unless specified otherwise. &lt;br /&gt;
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Preforming a technique in melee range of an enemy provokes an Attack of Opportunity. &lt;br /&gt;
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A Character can only preform a Class specific technique (that means any techniques other then Combat/Advanced Combat Techniques) so many times. To determine the number of times in between full rest that a Character can preform a technique you will need to review the [[Advance_Classes|Advance Class]] page. The class determines how many unique techniques can be learned as well as how many can be used per day. There may be a time when a Character can learn more unique techniques then there are available. That just means that the Character can use that many. A Character cannot learn a technique outside of the Combat techniques without a class or feat specifying that they can. &lt;br /&gt;
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== Combat Techniques ==&lt;br /&gt;
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All combat techniques are considered Level 0 techniques. And each Character has access to all of them. To roll for a Combat Technique a Character uses a D20 and adds there Combat Technique Offense score or CTO for short. The DC is the targets Combat Technique Defense or CTD. If the target doesn&#039;t have a CTD then the roll is simply to check if its a 1 which would imply instant failure. However most things that do not have a CTD are not considered a valid target for a Combat Technique. &lt;br /&gt;
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To read more about Combat and actions that can be done in Combat please go [[Combat#The_Combat_Phase_.28Step_4.29|here]].&lt;br /&gt;
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&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;:&lt;br /&gt;
: You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
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: If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent&#039;s CTD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.&lt;br /&gt;
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: An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a Combat Technique check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another Combat Technique check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).&lt;br /&gt;
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&#039;&#039;&#039;Disarm&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.&lt;br /&gt;
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: If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CTD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.&lt;br /&gt;
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&#039;&#039;&#039;Grapple&#039;&#039;&#039;:&lt;br /&gt;
: As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the Combat Technique roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).&lt;br /&gt;
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* Move&lt;br /&gt;
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:You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.&lt;br /&gt;
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* Damage&lt;br /&gt;
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:You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.&lt;br /&gt;
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* Pin&lt;br /&gt;
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:You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.&lt;br /&gt;
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* Tie Up&lt;br /&gt;
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:If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Technique Bonus (instead of your CTD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a Combat Technique check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target&#039;s CTO, the target cannot escape from the bonds, even with a natural 20 on the check.&lt;br /&gt;
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* If You Are Grappled&lt;br /&gt;
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:If you are grappled, you can attempt to break the grapple as a standard action by making a Combat Technique check (DC equal to your opponent&#039;s CTD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent&#039;s CTD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a Combat Technique check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.&lt;br /&gt;
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* Multiple Creatures&lt;br /&gt;
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: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature&#039;s Combat Technique check.&lt;br /&gt;
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&#039;&#039;&#039;Overrun&#039;&#039;&#039;:&lt;br /&gt;
: As a standard action, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your technique. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.&lt;br /&gt;
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: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a Combat Technique check as normal. If your maneuver is successful, you move through the target&#039;s space. If your attack exceeds your opponent&#039;s CTD by 5 or more, you move through the target&#039;s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the Combat Technique attack roll for each additional leg it has.&lt;br /&gt;
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&#039;&#039;&#039;Sunder&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to sunder an item held or worn by your opponent as part of the standard action. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
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: If your attack is successful, you deal damage to the item normally. Damage that exceeds the object&#039;s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.&lt;br /&gt;
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&#039;&#039;&#039;Trip&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
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: If your attack exceeds the target&#039;s CTD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the Combat Technique attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.&lt;br /&gt;
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&#039;&#039;&#039;Feint&#039;&#039;&#039;:&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Feint doesn&#039;t use a Character&#039;s CTO/CTD. And thus it may seam to not be a technique. However this is the most logical location for it and besides the not using the CTO/CTA for rolls all other rules associated with Combat Techniques apply.&lt;br /&gt;
: Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent&#039;s affinity bonus + your opponent&#039;s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent&#039;s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.&lt;br /&gt;
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: When feinting against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it&#039;s impossible. Feinting in combat does not provoke attacks of opportunity.&lt;br /&gt;
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&#039;&#039;&#039;Charge&#039;&#039;&#039;:&lt;br /&gt;
: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.&lt;br /&gt;
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* Movement During a Charge&lt;br /&gt;
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: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your affinity bonus is at least +1.&lt;br /&gt;
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: You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can&#039;t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can&#039;t charge. Helpless creatures don&#039;t stop a charge.&lt;br /&gt;
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: If you don&#039;t have line of sight to the opponent at the start of your turn, you can&#039;t charge that opponent.&lt;br /&gt;
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: You can&#039;t take a 5-foot step in the same round as a charge or any other free action except for Speak.&lt;br /&gt;
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: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can&#039;t use this option unless you are restricted to taking only a standard action on your turn.&lt;br /&gt;
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* Attacking on a Charge&lt;br /&gt;
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: After moving, you may make a single melee attack. You get a +2 bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.&lt;br /&gt;
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: A charging character gets a +2 bonus on CTO rolls made to bull rush an opponent.&lt;br /&gt;
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: Even if you have extra attacks, from &#039;Extra Attack&#039; special or multiple weapons, you only get to make one attack during a charge.&lt;br /&gt;
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: Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.&lt;br /&gt;
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: Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.&lt;br /&gt;
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* Swinging Charge from Ropes or Vines&lt;br /&gt;
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: As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.&lt;br /&gt;
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: This action is otherwise treated as a charge attack.&lt;br /&gt;
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== Advanced Combat Techniques ==&lt;br /&gt;
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These are combat techniques that any player can learn using the Advanced Combat Technique Feat. These feats are also available for the [[Advance_Classes#Helix_Warrior|Helix Warrior]]. &lt;br /&gt;
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&#039;&#039;&#039;Throw&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to throw a foe as a standard action. You can only throw an opponent that is no larger than you (size category wise). A throw technique attempts to grab and toss another character to a new location without doing any harm. If you do not have the Improved Advanced Combat Techniques feat or a similar ability, attempting to throw a foe provokes an attack of opportunity from the target of your maneuver. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CTD, you can move the target an additional 5 feet.&lt;br /&gt;
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: An enemy being throw does not provoke an attack of opportunity because of the movement. You cannot move a creature into a square that is occupied by a solid object or obstacle.&lt;br /&gt;
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&#039;&#039;&#039;Pin&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to directly Pin a foe as a full around action. You can only directly Pin an opponent that is no larger then one size category. This technique is similar to grapple except it goes directly into a pin state giving the opponent the Pinned condition immediately. This move provokes an attack of opportunity unless the attacker has Improved Advanced Combat Techniques feat or similar ability. &lt;br /&gt;
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&#039;&#039;&#039;Combination Melee Attack&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt a weapon free melee attack as a full round action. This technique allows the player to roll twice for an accuracy check for a Melee Attack using only physical combat and then take the highest roll. If a hit is confirmed the damage dice follows the same rules as a single melee punch noted in [[Weapons#Melee.2FMartial_Arts_Combat|Melee &amp;amp; Martial Arts Combat]] except it is 1 damage dice higher.&lt;br /&gt;
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&#039;&#039;&#039;Melee Kick&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt a kicking attack move as a full round action. The same rules noted in the [[Weapons#Melee.2FMartial_Arts_Combat|Melee &amp;amp; Martial Arts Combat]] apply except that if the CTO role is 5 or higher then the opponent CTD the attack also auto trips the enemy.&lt;br /&gt;
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: Note that the enemy may have a bonus again trip moves. This bonus is added on top of the +5 and the roll must beat the CTD + 5 + extra trip bonus.&lt;br /&gt;
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== Electro-Mancer Techniques ==&lt;br /&gt;
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These Techniques are primary used by the [[Advance_Classes#Electro-Mancer|Electro-Mancer]] Advanced Class. These Techniques are associated with a Character&#039;s Intelligence ability.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Magnetic Left&lt;br /&gt;
:: Allows a Electro-Mancer the ability to lift light weight objects (5bls + 5bls odd level of Electro-Mancer) up to 10ft in front of them.&lt;br /&gt;
* Sense Electronics&lt;br /&gt;
:: When used this ability allows the Electro-Mancer heightened senses of the electromagnetic field. Anything the produces an electromagnetic field can be more easily sensed and located. The range is roughly 30ft and the Character gets a +10 to perception  for 20 minutes.&lt;br /&gt;
:: GM Note: Almost all things produce at least some electromagnetic disturbance. The only things immune to the perception bonus would be specially shielded equipment. Most technology and biology will still be sensed by a Electro-Mancers temporarily heightened senses.&lt;br /&gt;
* Electric Drain&lt;br /&gt;
:: An Electro-Mancer can drain the power of an electronic device. If the device is battery powered it will not work again until charged. If the device has an active power source then the device will function normally once the Electro-Mancer stops. The Electro-Mancer has to be able to touch the device&#039;s internal components in order to preform this action. &lt;br /&gt;
* Power Surge&lt;br /&gt;
:: The opposite of a Electric Drain the Electro-Mancer can induce higher then recommended amounts of voltage into an electronic device. The damage is considered extremely minor but enough to stop the device from working until repaired. The Electro-Mancer has to be able to touch the device&#039;s internal components. The system must also not have any type of backups. Most robots and cybernetic implants, and ship equipment have redundant systems to protect against surges.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Shocking Grasp&lt;br /&gt;
:: A touch attack. The Electro-Mancer reaches out with sparks flying from there hand. This causes a shock in the target that deals 1d6 + Intelligence Mode. Ever 4 character levels this adds another 1d6.&lt;br /&gt;
* Static Shock&lt;br /&gt;
:: A touch attack. The Electro-Mancer attacks the target with a shock that attempts to paralyze the opponent. The opponent rolls a Constitution Check against the technique. If the check fails the opponent is Entangled for 1d4 turns. &lt;br /&gt;
* Static Armor&lt;br /&gt;
:: A full round action. The Electro-Mancer can imbue himself or an ally with a field of electricity that helps shield from damage by using electromagnetic forces to repel attacks. At level 1 this provides a +2 to AC for up to 1 hour. At level 7 this provides +4 to AC for up to 4 hours.&lt;br /&gt;
* Grounded Body&lt;br /&gt;
:: A full round action. The Electro-Mancer can ground himself. This provides 10 + Int Mod of DR against Electric based attacks.&lt;br /&gt;
* Imbue Weapon&lt;br /&gt;
:: The Electro-Mancer can imbue any weapon with electricity. For 1d4 + Int Mod of rounds the weapon has an added 1d6 Electric Based damage added to its damage dice. At level 5 this goes up to 2d6 and at level 10 it goes up to 3d6.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Electro Shield&lt;br /&gt;
:: The Electro-Mancer can produce a 5ft by 5ft wall where damage is partially absorbed when going through it in one direction. The wall has a DR of 0 + Electro-Mancer lvl + Int Mod and can last for 1d4 turns.&lt;br /&gt;
* Improved Power Surge&lt;br /&gt;
:: This is now considered a ranged touch attack. It has a range of 10ft. It now can also do damage. 2d8 + Int Mod. At level 6 2d8, lvl 9 3d8. This only works on electronics such as robots or biology that has Cybernetic implants.&lt;br /&gt;
* Thunder Wave&lt;br /&gt;
:: This allows an Electro-Mancer the ability to project a sudden concentration of magnetic force toward an enemy or group of enemies. The magnetic field shoots out in every direction acting similar to a grenade. The effect is a similar to a Bull Rush Combat Technique on all who are caught in its wave. A Successful Dexterity Check again the technique can allow the target too ignore its effects but still takes damage. The damage is 2d8 + Int Mod. The effect is that the target is pushed back 5ft and is considered prone. The Area Type is Circle and the Range Increment is (2)10ft. The Range Increment goes up by 1 at level 6 and again at level 9.&lt;br /&gt;
* Electric Burst&lt;br /&gt;
:: The Electro-Mancer concentrates on the target and suddenly they are hit by a massive burst of electricity. The opponent can roll a Constitution check for half damage. The damage is 1d10 and at level 6 2d10 and at level 9 3d10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Thunder Ball&lt;br /&gt;
:: This is a full round action. The Electro-Mancer concentrates a large ball of electric energy in his hands and then lunches it at an opponent. The Electro-Mancer does not need to target the opponent right away. Instead instead taking only a Standard Action the Electro-Mancer can hold the ball in a free hand. At 7th level the Electro-Mancer can take another turn to produce a second ball of electricity in another free hand. The Electro-Mancer can hurl a Thunder Ball the way a Character would toss a grenade. If the Electro-Mancer has an &#039;Extra-Attack&#039; special then he can throw both balls in a single turn. The damage is 3d6 + Int Mod. Anything adjacent to the target (friend or foe) will take 1/2 damage. At 10th level this damage goes up to 5d6 + Int Mod.&lt;br /&gt;
* Speed Of Light&lt;br /&gt;
:: The Electro-Mancer can infuse his muscles or any other Electro-Mancer&#039;s muscles with extra power. For 1d6 + Int Mod turns the target has triple speed and a +2 moderate bonus to Dexterity. &lt;br /&gt;
* Thunder Strike&lt;br /&gt;
:: The Electro-Mancer jesters at the target and a thunder bolt shots out an hits the target. The opponent can take a Dexterity check to attempt to avoid the direction of the jester to completely avoid damage. The damage is 2d8 + Int Mod. An extra 1d8 for every other level after 5th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Energize Body&lt;br /&gt;
:: The Electro-Mancer can target himself or any other ally and simply needs to touch the person. The target gets +2 moderate bonus to all accuracy, ability, and skill checks. This also makes the target temporarily immune to the follow conditions. Dazed, Exhausted, Fatigued, Nauseated, Shaken. This effect latest for 1d4 + Int Mod turns. &lt;br /&gt;
* Lightening Blade&lt;br /&gt;
:: The Electro-Mancer summons electricity to a free hand and shapes it into a blade. This blade can do 1d8 + Int Mod damage and negates DR. This also latest for 1d6 + Int Mod turns. At 10th level the Electro-Mancer can consume the blade for a free lower level technique if the blade hasn&#039;t be used for more turns then the Characters Ind Mod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Improved Electro Shield&lt;br /&gt;
:: This is a different version of the Electro Shield. The shield is now larger and can change shape. The shield has a DR of 7 + Int mod and is 5ft + 5ft for ever 2 levels of Electro-Mancer. The wall also can do damage to any Character walking through it in the wrong direction. The damage can be halved with a successful Constitution check. The damage is 1d8.&lt;br /&gt;
* Lightening Bolt&lt;br /&gt;
:: The Electro-Mancer merrily points at a target and a bolt of lightening springs from his hand. This lighten can bounce of the target and onto any adjacent enemy targets within 5ft. (This means that there can be a 5ft empty square in between them. Simply a 5ft reach) The lightening can hit up to an additional 3 enemy targets. Each time doing 1/2 the damage as the previous target. The initial damage is 4d10 + Int Mod. Each victim of the Lightening bolt can attempt a Dexterity check to jump out of range. If target is successful the lightening bolt may still attempt to hit another target that is within 5ft reach. If there are no other targets then this stops.&lt;br /&gt;
&lt;br /&gt;
== Field Officer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Leadership&lt;br /&gt;
* Display Courage&lt;br /&gt;
* Stead Fast &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Commanding Presence&lt;br /&gt;
* Direct Allies&lt;br /&gt;
* Invoke Enemy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Weaken Resolve&lt;br /&gt;
* Imbue Strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Action Trust&lt;br /&gt;
* Deadly Gaze&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
:By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, :whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:A Field Officer cannot use this ability on himself. &lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
:At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.&lt;br /&gt;
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:The Field Officer cannot use this ability on himself.&lt;br /&gt;
&lt;br /&gt;
:Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.&lt;br /&gt;
&lt;br /&gt;
;Action Trust&lt;br /&gt;
:At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.&lt;br /&gt;
&lt;br /&gt;
:As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).&lt;br /&gt;
&lt;br /&gt;
:The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).&lt;br /&gt;
&lt;br /&gt;
:Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Detect Danger:&lt;br /&gt;
:: If declared for the next 16 hours the Helix Warrior has an extra +2 to Perception when confronted with a Perception check against a hidden enemy for the purposes and determining the surprise round of combat. However this takes 20 minutes of meditation and the Character must not be Fatigued or Exhausted.&lt;br /&gt;
* Endure Pain:&lt;br /&gt;
:: If declared a Helix Warrior can temporarily (20 minutes) negate a negative condition that she has because of pain. &lt;br /&gt;
* Endure Hunger: &lt;br /&gt;
:: If declared a Helix Warrior can temporarily (4 hours) negate a negative condition that she has because of hunger.&lt;br /&gt;
* Internal Fire:&lt;br /&gt;
:: The Helix Warrior can travel greater distances on foot over the stretch of a day. If given time to mediate for 20 minutes before going on the journey and if the Character is not Fatigued or Exhausted the Helix Warrior can travel twice the distance on foot then normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Combo Punch&lt;br /&gt;
:: Similar to the Combination Melee Attack Advance Combat Technique except this provides a bonus to accuracy and damage using the Characters Wisdom and this does not take a full round action. The Character can roll an additional time and roll an additional damage die for every Extra Attack special the Helix Warrior has. (This includes Extra Attacks provided by other classes).&lt;br /&gt;
* Staff Stance&lt;br /&gt;
:: Usable only if the Character is using a staff like melee weapon. This grants the Character a moderate +2 circumstance bonus to AC against melee attacks as well as a moderate +2 to accuracy checks while using the staff. This also gives a -2 to AC against ranged attacks. This lasts until the end of combat or the character is grapples, knocked prone, or is given any negative conditions. The Helix Warrior can only been in one stance at a time and can leave a stance as a free action.&lt;br /&gt;
* Double Hand Stance&lt;br /&gt;
:: Usable only if the Character is using two melee weapons at once. This grants the Character a moderate +2 circumstance bonus to AC against melee attacks as well as a moderate +2 to accuracy checks while using the two weapons at once. This also gives a -2 to AC against ranged attacks. This lasts until the end of combat or the character is grappled, knocked prone, or is given any negative conditions. The Helix Warrior can only been in one stance at a time and can leave a stance as a free action.&lt;br /&gt;
* Running Kick&lt;br /&gt;
:: This is similar in nature too a Charge. But allows the Helix Warrior the ability to do damage equivalent too a weapon-less melee attack for that Character except one damage die level higher. If successful the target is knocked prone. This uses the rules for Charge but the CTO gets a miscellaneous bonus of the Helix Warrior&#039;s Wisdom Mod.&lt;br /&gt;
* The Correct Mind:&lt;br /&gt;
:: This requires a full round action and can provoke and an attack of opportunity. The Helix Warrior meditates for a turn on the situation. Seeing all the subtleties of the enemy and the surroundings to find an edge. The Helix Warrior gets a moderate +2 circumstance bonus to accuracy checks for 1d4 + Wisdom Mod rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Combo Kick&lt;br /&gt;
:: This is similar to the Combo Punch. Except it now has the opportunity to trip the target if the roll beats the target CTD by more then 5.&lt;br /&gt;
* Blinding Strike&lt;br /&gt;
:: This is a precise streak designed not to do damage but to cause the target to become [[Conditions#Blinded|Blinded]] for 1d4 + Str Mod rounds. The target can roll an oppose check where the DC is 10 + 2 (Technique level) + Helix Warrior&#039;s Dexterity Mod.&lt;br /&gt;
* Scorpion Style&lt;br /&gt;
:: The Helix warrior uses nothing but her fists and kicks with this style. Here you have to watch out for the leg which can appear to come out of no where and hit for extra damage. While in this stance the Helix Warrior has unlimited Attacks of Opportunity and if an opponent attempts a Combat Technique regardless of feats or special&#039;s the Helix Warrior gets and Attack Of Opportunity. This stance can only work if the Helix Warrior is not using a weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Empty Fist &lt;br /&gt;
* Deadly Strike&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer Techniques ==&lt;br /&gt;
&lt;br /&gt;
This is the list of Techniques for the [[Advance_Classes#Shield_Splicer|Shield Splicer]]. The shield splicer can also learn [[Techniques#Advanced_Combat_Techniques|Advanced Combat Techniques]] as Level 0 techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Sixth Sense&lt;br /&gt;
:: For 20 minutes the shield splicer gains a +2 Moderate Bonus to perception checks. This most be declared before a request from the GM to do a Perception check. A Player can use this and take 20 for an automatic 22 perception to the surroundings.&lt;br /&gt;
* Telekinetic&lt;br /&gt;
:: The Shield Splicer can warp a small shield around any object no heavier then 10lds and move it around a roughly 10ft reach of there person. &lt;br /&gt;
* Sense Fields&lt;br /&gt;
:: The shield Splicer gets +2 to Perception for 20 minutes once this is declared. This is stackable with &#039;Sixth Sense&#039;. However this only works when detecting force fields or any time of energy shield in a 60ft radius.&lt;br /&gt;
* Shape Shield&lt;br /&gt;
:: This allows a Shield Splicer to shape a small (1ft by 1ft) nearly invisible shield with no effect. It slowly dissipates over a period of 1 hour per Shield Splicer level. If something dirupts the shield in any way a signal is raised in the Shield Splicer&#039;s mind informing him of the disturbance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Push&lt;br /&gt;
:: This is considered a ranged Bull Rush. The range of this is 10ft + (5ft x 1/2 Shield Splicer level). The CTO for this roll substitutes the Strength Modifier for the Constitution Modifier. Sense the Shield Splicer is ranged this doesn&#039;t provoke and attack of opportunity unless the target can reach the Splicer with a melee weapon. The Shield Splicer doesn&#039;t need to move. All other rules for Bull Rush apply.&lt;br /&gt;
* Sense Motion &lt;br /&gt;
:: This takes a full round action. The Shield Splicer sends out shield particulates in the air. Whenever an enemy target moves the Shield Splicer can sense and attack. Until the next round the Shield Splicer can preform Ranged Attacks of Opportunity on enemy targets that move. The number of Attacks of Opportunity that can happen is the number of attack actions the Shield Splicer can preform in a normal turn. &lt;br /&gt;
:: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: A Character may attack more then once if they have the Extra Attack special. This doesn&#039;t mean that Character can attack that many times on an Attack of Opportunity only that that Character can preform that many different Attacks of Opportunity. By default characters can only preform a single Attack of Opportunity. &lt;br /&gt;
* Force Wall&lt;br /&gt;
:: A force wall that can be up to 15ft by 5ft long. This shield has a DR of 2 + (1/2 Shield Splicer level) and can last 1d4 + 1 turns. The Force wall can be shapped by the Shield Splicer upon casting. Unlike the Shield Splicers special &#039;Shield Manipulator&#039; ability this shield is fixed too its location and cannot be reshaped. Also enemies can move through the shield unharmed.&lt;br /&gt;
* Reflection&lt;br /&gt;
:: A bright, highly reflective, shield is summoned. It is no larger then 1ft by 1ft and shines both visible light as well as multi over energy wave lengths. This shield stays in position for 1d4 turns. Confusing eyes as well as sensors. Any enemy has to roll a Wisdom check or get the [[Conditions#Blinded|Blinded]] condition for 1 turn. Also weather the check was successful or not all if an Enemy target is attempting to hit someone on the other side of this light they take a Major -4 to there accuracy roll for the duration the shield exists.&lt;br /&gt;
* Shield Imbue Weapon&lt;br /&gt;
:: The Shield Splicer can Imbue any target weapon with a small shield that provides an extra kick to weapon damage. This shield lasts for 1d6 turns. And does 1d6 extra damage. At level 4 it does 2d6 and at level 8 it does 3d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Cloak&lt;br /&gt;
:: This provides the shield splicer with partial concealment. It lasts for 1d4 + (1/4 Splicer lvl). The cloak can be negated if a tracking device or other targeting assist is used to help enemy players see the Shield Splicer.&lt;br /&gt;
* Force Punch&lt;br /&gt;
:: This is considered a Ranged attack and the target is not able to see it coming so they are considered Flat Footed. Following the rules for [[Weapons#Melee.2FMartial_Arts_Combat|Melee/Martial Art Combat]] expect replace the Strength bonus with Constitution. The range of this is 5ft + (5ft Splicer lvl) Other then that it is the same as a normal punch.&lt;br /&gt;
* Boost Shield&lt;br /&gt;
:: This is a technique that brings back some HP to the shield used by the &#039;Shield Manipulator&#039; special ability. This brings 5HP + (1HP per Shield Splicer Level).&lt;br /&gt;
* Force Trip&lt;br /&gt;
:: This is a ranged Trip technique. Just like Force Push the Strength is substituted for the Constitution Modifier. The range is 5ft + (5ft for every 1/4 Splicer lvl).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Smash&lt;br /&gt;
:: A nearly invisible hardened block of shield smashing into a target by a swift motion of the Shield Splicer. This does 1d8 + Conn Mod worth of damage. An additional 1d8 at 5th and 9th level. The range is 15ft + 5ft per Splicer level. The target can attempt to partially evade with a Dexterity Check. A successful check allows for only 1/2 damage and to avoid being knocked prone. A failure forces the target prone.&lt;br /&gt;
* Shield Crash&lt;br /&gt;
:: By negating any of his own active shields the Shield Splicer can also force other shields within a 30ft + (10ft per Splicer lvl) to &#039;crash&#039;. This includes ally shields. This stays in effect for 1d4 + Conn mod turns. If an enemy is a Shield Splicer or otherwise using a Shield Connected through Cybernetic implants that must roll a Constitution save of DC15 or be knocked out for 1d4 turns.&lt;br /&gt;
* Hold Person&lt;br /&gt;
:: Considered a ranged Grapple. This is much like Force Trip or Force Push. It also substitutes Strength of Constitution when calculating the CTO. This moves range is 5ft + (5ft for every 1/4 Splicer lvl). And otherwise follows the same rules for Grapple. Except this cannot be turned into a &#039;Pin&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Crush&lt;br /&gt;
:: The Shield Splicer envelops a shield around an enemy and uses it to crush the enemy to bits. The range is 10ft + (5ft per Splicer lvl) The damage is 2d10 + Conn Mod. At 10ft level it goes too 3d10 + Conn Mod. The enemy target can preform a Strength check to attempt to fight back against the shield. The DC is 10 + 4 (The Technique level) + Conn Mod. If successful the target only takes 1/2 damage.&lt;br /&gt;
* Directed Overload&lt;br /&gt;
:: This takes a full round action and provokes an Attack of Opportunity. The shield splicer focuses a massive amount of shield and concentrates it at a single target. The Splicer has to roll a Constitution check. The damage is the check score. If the player rolls a 5 or below the attack does not damage. If the player rolls a 1 the Splicer passes out for 1d4 turns. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Charge&lt;br /&gt;
:: This is considered a full around action. This is a Shield Splicer version of the Charge Combat Technique. The two main differences is that the shield splicer doesn&#039;t need to move and that like Hold Person and Force Push this technique switches out the Strength Modifier for Constitution Modifier when calculating the CTO. The range is 10ft + (5ft per 1/2 Splicer lvl). The shield Splicer also provokes an Attack of Opportunity from any adjacent enemies too himself. The Splicer can also do damage and the damage is equivalent to a Force Push x 2. &lt;br /&gt;
* Splintered Shield&lt;br /&gt;
:: The Shield Splicer concentrates shield particulates into a fine area and then lets go of it at the same time he energizes it with a massive amount of energy. The resulting nearly invisible explosion causes an area of effect of Type Circle, dimensions (3)15ft. The damage is 4d6 + Conn Mod. The targets can attempt to avoid the blast by doing a Dexterity Check against the Technique for 1/2 damage.&lt;br /&gt;
&lt;br /&gt;
== Swindler&#039;s Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Determine Fate&lt;br /&gt;
* Cheaters Eye&lt;br /&gt;
* The Right Time&lt;br /&gt;
* Warp Ahoy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Back Stab&lt;br /&gt;
* Luckiest&lt;br /&gt;
* Good Graces&lt;br /&gt;
* Rewind&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Ill Will&lt;br /&gt;
* Bestow Luck&lt;br /&gt;
* Double Take&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Master of Fortune&lt;br /&gt;
* Distort Time&lt;br /&gt;
&lt;br /&gt;
;Fortune’s Favour&lt;br /&gt;
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of &lt;br /&gt;
Dodge on his turn. &lt;br /&gt;
&lt;br /&gt;
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Techniques&amp;diff=2716</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Techniques&amp;diff=2716"/>
		<updated>2016-01-12T00:21:15Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Shield Splicer Techniques */&lt;/p&gt;
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&#039;&#039;&#039; THIS PAGE IS STILL UNDER CONSTRUCTION! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Techniques are special combat moves that a Character can preform. They can cause damage like a normal attack but often are used to give an enemy a condition or effect them in some other way besides damage. For example they can immobilize an enemy or cause them to be distracted for a time. Techniques can also be used to assist ally characters by providing buffs to their stats. &lt;br /&gt;
&lt;br /&gt;
The techniques below are separated out by each Advance Class they are associated with. First however is the &#039;Combat Techniques&#039; these are generic techniques that any character can preform at level 0 and beyond. &lt;br /&gt;
&lt;br /&gt;
Combat Techniques rules are explained in the Combat Techniques section. These rules are special to Combat and Advanced Combat Techniques and use a Characters CTO and CTD. This is because all Characters are able to preform these types of Techniques. However other techniques that are largely Class based have a separate set of rules. These are explained below.&lt;br /&gt;
&lt;br /&gt;
Each Technique is associated with one of the Character&#039;s 6 main Abilities. Techniques for a specific class are always tide a single main Ability. This ability provides the modifier for that technique. Whenever using that technique and it states to use the modifier it is referring to the ability modifier. &lt;br /&gt;
&lt;br /&gt;
A Technique may require an opposing check. Meaning that the target may have a chance to avoid the technique or at the very least have it effect them less. Usually this means half damage or no damage. An opposing check is preformed by the victim of the technique and is usually an Ability Check. The DC of that check is determined by the user of the technique. It is 10 + Technique Level + Modifier + Misc Mods.&lt;br /&gt;
&lt;br /&gt;
A technique usually takes a standard action unless specified otherwise. &lt;br /&gt;
&lt;br /&gt;
Preforming a technique in melee range of an enemy provokes an Attack of Opportunity. &lt;br /&gt;
&lt;br /&gt;
A Character can only preform a Class specific technique (that means any techniques other then Combat/Advanced Combat Techniques) so many times. To determine the number of times in between full rest that a Character can preform a technique you will need to review the [[Advance_Classes|Advance Class]] page. The class determines how many unique techniques can be learned as well as how many can be used per day. There may be a time when a Character can learn more unique techniques then there are available. That just means that the Character can use that many. A Character cannot learn a technique outside of the Combat techniques without a class or feat specifying that they can. &lt;br /&gt;
&lt;br /&gt;
== Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
All combat techniques are considered Level 0 techniques. And each Character has access to all of them. To roll for a Combat Technique a Character uses a D20 and adds there Combat Technique Offense score or CTO for short. The DC is the targets Combat Technique Defense or CTD. If the target doesn&#039;t have a CTD then the roll is simply to check if its a 1 which would imply instant failure. However most things that do not have a CTD are not considered a valid target for a Combat Technique. &lt;br /&gt;
&lt;br /&gt;
To read more about Combat and actions that can be done in Combat please go [[Combat#The_Combat_Phase_.28Step_4.29|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;:&lt;br /&gt;
: You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent&#039;s CTD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.&lt;br /&gt;
&lt;br /&gt;
: An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a Combat Technique check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another Combat Technique check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CTD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grapple&#039;&#039;&#039;:&lt;br /&gt;
: As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the Combat Technique roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).&lt;br /&gt;
&lt;br /&gt;
* Move&lt;br /&gt;
&lt;br /&gt;
:You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.&lt;br /&gt;
&lt;br /&gt;
* Damage&lt;br /&gt;
&lt;br /&gt;
:You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.&lt;br /&gt;
&lt;br /&gt;
* Pin&lt;br /&gt;
&lt;br /&gt;
:You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.&lt;br /&gt;
&lt;br /&gt;
* Tie Up&lt;br /&gt;
&lt;br /&gt;
:If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Technique Bonus (instead of your CTD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a Combat Technique check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target&#039;s CTO, the target cannot escape from the bonds, even with a natural 20 on the check.&lt;br /&gt;
&lt;br /&gt;
* If You Are Grappled&lt;br /&gt;
&lt;br /&gt;
:If you are grappled, you can attempt to break the grapple as a standard action by making a Combat Technique check (DC equal to your opponent&#039;s CTD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent&#039;s CTD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a Combat Technique check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.&lt;br /&gt;
&lt;br /&gt;
* Multiple Creatures&lt;br /&gt;
&lt;br /&gt;
: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature&#039;s Combat Technique check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overrun&#039;&#039;&#039;:&lt;br /&gt;
: As a standard action, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your technique. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.&lt;br /&gt;
&lt;br /&gt;
: When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a Combat Technique check as normal. If your maneuver is successful, you move through the target&#039;s space. If your attack exceeds your opponent&#039;s CTD by 5 or more, you move through the target&#039;s space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the Combat Technique attack roll for each additional leg it has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to sunder an item held or worn by your opponent as part of the standard action. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack is successful, you deal damage to the item normally. Damage that exceeds the object&#039;s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trip&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.&lt;br /&gt;
&lt;br /&gt;
: If your attack exceeds the target&#039;s CTD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the Combat Technique attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feint&#039;&#039;&#039;:&lt;br /&gt;
: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Feint doesn&#039;t use a Character&#039;s CTO/CTD. And thus it may seam to not be a technique. However this is the most logical location for it and besides the not using the CTO/CTA for rolls all other rules associated with Combat Techniques apply.&lt;br /&gt;
: Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent&#039;s affinity bonus + your opponent&#039;s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent&#039;s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.&lt;br /&gt;
&lt;br /&gt;
: When feinting against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it&#039;s impossible. Feinting in combat does not provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charge&#039;&#039;&#039;:&lt;br /&gt;
: Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.&lt;br /&gt;
&lt;br /&gt;
* Movement During a Charge&lt;br /&gt;
&lt;br /&gt;
: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your affinity bonus is at least +1.&lt;br /&gt;
&lt;br /&gt;
: You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can&#039;t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can&#039;t charge. Helpless creatures don&#039;t stop a charge.&lt;br /&gt;
&lt;br /&gt;
: If you don&#039;t have line of sight to the opponent at the start of your turn, you can&#039;t charge that opponent.&lt;br /&gt;
&lt;br /&gt;
: You can&#039;t take a 5-foot step in the same round as a charge or any other free action except for Speak.&lt;br /&gt;
&lt;br /&gt;
: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can&#039;t use this option unless you are restricted to taking only a standard action on your turn.&lt;br /&gt;
&lt;br /&gt;
* Attacking on a Charge&lt;br /&gt;
&lt;br /&gt;
: After moving, you may make a single melee attack. You get a +2 bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
: A charging character gets a +2 bonus on CTO rolls made to bull rush an opponent.&lt;br /&gt;
&lt;br /&gt;
: Even if you have extra attacks, from &#039;Extra Attack&#039; special or multiple weapons, you only get to make one attack during a charge.&lt;br /&gt;
&lt;br /&gt;
: Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.&lt;br /&gt;
&lt;br /&gt;
: Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.&lt;br /&gt;
&lt;br /&gt;
* Swinging Charge from Ropes or Vines&lt;br /&gt;
&lt;br /&gt;
: As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
: This action is otherwise treated as a charge attack.&lt;br /&gt;
&lt;br /&gt;
== Advanced Combat Techniques ==&lt;br /&gt;
&lt;br /&gt;
These are combat techniques that any player can learn using the Advanced Combat Technique Feat. These feats are also available for the [[Advance_Classes#Helix_Warrior|Helix Warrior]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throw&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to throw a foe as a standard action. You can only throw an opponent that is no larger than you (size category wise). A throw technique attempts to grab and toss another character to a new location without doing any harm. If you do not have the Improved Advanced Combat Techniques feat or a similar ability, attempting to throw a foe provokes an attack of opportunity from the target of your maneuver. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CTD, you can move the target an additional 5 feet.&lt;br /&gt;
&lt;br /&gt;
: An enemy being throw does not provoke an attack of opportunity because of the movement. You cannot move a creature into a square that is occupied by a solid object or obstacle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pin&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt to directly Pin a foe as a full around action. You can only directly Pin an opponent that is no larger then one size category. This technique is similar to grapple except it goes directly into a pin state giving the opponent the Pinned condition immediately. This move provokes an attack of opportunity unless the attacker has Improved Advanced Combat Techniques feat or similar ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combination Melee Attack&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt a weapon free melee attack as a full round action. This technique allows the player to roll twice for an accuracy check for a Melee Attack using only physical combat and then take the highest roll. If a hit is confirmed the damage dice follows the same rules as a single melee punch noted in [[Weapons#Melee.2FMartial_Arts_Combat|Melee &amp;amp; Martial Arts Combat]] except it is 1 damage dice higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Kick&#039;&#039;&#039;:&lt;br /&gt;
: You can attempt a kicking attack move as a full round action. The same rules noted in the [[Weapons#Melee.2FMartial_Arts_Combat|Melee &amp;amp; Martial Arts Combat]] apply except that if the CTO role is 5 or higher then the opponent CTD the attack also auto trips the enemy.&lt;br /&gt;
&lt;br /&gt;
: Note that the enemy may have a bonus again trip moves. This bonus is added on top of the +5 and the roll must beat the CTD + 5 + extra trip bonus.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer Techniques ==&lt;br /&gt;
&lt;br /&gt;
These Techniques are primary used by the [[Advance_Classes#Electro-Mancer|Electro-Mancer]] Advanced Class. These Techniques are associated with a Character&#039;s Intelligence ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Magnetic Left&lt;br /&gt;
:: Allows a Electro-Mancer the ability to lift light weight objects (5bls + 5bls odd level of Electro-Mancer) up to 10ft in front of them.&lt;br /&gt;
* Sense Electronics&lt;br /&gt;
:: When used this ability allows the Electro-Mancer heightened senses of the electromagnetic field. Anything the produces an electromagnetic field can be more easily sensed and located. The range is roughly 30ft and the Character gets a +10 to perception  for 20 minutes.&lt;br /&gt;
:: GM Note: Almost all things produce at least some electromagnetic disturbance. The only things immune to the perception bonus would be specially shielded equipment. Most technology and biology will still be sensed by a Electro-Mancers temporarily heightened senses.&lt;br /&gt;
* Electric Drain&lt;br /&gt;
:: An Electro-Mancer can drain the power of an electronic device. If the device is battery powered it will not work again until charged. If the device has an active power source then the device will function normally once the Electro-Mancer stops. The Electro-Mancer has to be able to touch the device&#039;s internal components in order to preform this action. &lt;br /&gt;
* Power Surge&lt;br /&gt;
:: The opposite of a Electric Drain the Electro-Mancer can induce higher then recommended amounts of voltage into an electronic device. The damage is considered extremely minor but enough to stop the device from working until repaired. The Electro-Mancer has to be able to touch the device&#039;s internal components. The system must also not have any type of backups. Most robots and cybernetic implants, and ship equipment have redundant systems to protect against surges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Shocking Grasp&lt;br /&gt;
:: A touch attack. The Electro-Mancer reaches out with sparks flying from there hand. This causes a shock in the target that deals 1d6 + Intelligence Mode. Ever 4 character levels this adds another 1d6.&lt;br /&gt;
* Static Shock&lt;br /&gt;
:: A touch attack. The Electro-Mancer attacks the target with a shock that attempts to paralyze the opponent. The opponent rolls a Constitution Check against the technique. If the check fails the opponent is Entangled for 1d4 turns. &lt;br /&gt;
* Static Armor&lt;br /&gt;
:: A full round action. The Electro-Mancer can imbue himself or an ally with a field of electricity that helps shield from damage by using electromagnetic forces to repel attacks. At level 1 this provides a +2 to AC for up to 1 hour. At level 7 this provides +4 to AC for up to 4 hours.&lt;br /&gt;
* Grounded Body&lt;br /&gt;
:: A full round action. The Electro-Mancer can ground himself. This provides 10 + Int Mod of DR against Electric based attacks.&lt;br /&gt;
* Imbue Weapon&lt;br /&gt;
:: The Electro-Mancer can imbue any weapon with electricity. For 1d4 + Int Mod of rounds the weapon has an added 1d6 Electric Based damage added to its damage dice. At level 5 this goes up to 2d6 and at level 10 it goes up to 3d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Electro Shield&lt;br /&gt;
:: The Electro-Mancer can produce a 5ft by 5ft wall where damage is partially absorbed when going through it in one direction. The wall has a DR of 0 + Electro-Mancer lvl + Int Mod and can last for 1d4 turns.&lt;br /&gt;
* Improved Power Surge&lt;br /&gt;
:: This is now considered a ranged touch attack. It has a range of 10ft. It now can also do damage. 2d8 + Int Mod. At level 6 2d8, lvl 9 3d8. This only works on electronics such as robots or biology that has Cybernetic implants.&lt;br /&gt;
* Thunder Wave&lt;br /&gt;
:: This allows an Electro-Mancer the ability to project a sudden concentration of magnetic force toward an enemy or group of enemies. The magnetic field shoots out in every direction acting similar to a grenade. The effect is a similar to a Bull Rush Combat Technique on all who are caught in its wave. A Successful Dexterity Check again the technique can allow the target too ignore its effects but still takes damage. The damage is 2d8 + Int Mod. The effect is that the target is pushed back 5ft and is considered prone. The Area Type is Circle and the Range Increment is (2)10ft. The Range Increment goes up by 1 at level 6 and again at level 9.&lt;br /&gt;
* Electric Burst&lt;br /&gt;
:: The Electro-Mancer concentrates on the target and suddenly they are hit by a massive burst of electricity. The opponent can roll a Constitution check for half damage. The damage is 1d10 and at level 6 2d10 and at level 9 3d10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Thunder Ball&lt;br /&gt;
:: This is a full round action. The Electro-Mancer concentrates a large ball of electric energy in his hands and then lunches it at an opponent. The Electro-Mancer does not need to target the opponent right away. Instead instead taking only a Standard Action the Electro-Mancer can hold the ball in a free hand. At 7th level the Electro-Mancer can take another turn to produce a second ball of electricity in another free hand. The Electro-Mancer can hurl a Thunder Ball the way a Character would toss a grenade. If the Electro-Mancer has an &#039;Extra-Attack&#039; special then he can throw both balls in a single turn. The damage is 3d6 + Int Mod. Anything adjacent to the target (friend or foe) will take 1/2 damage. At 10th level this damage goes up to 5d6 + Int Mod.&lt;br /&gt;
* Speed Of Light&lt;br /&gt;
:: The Electro-Mancer can infuse his muscles or any other Electro-Mancer&#039;s muscles with extra power. For 1d6 + Int Mod turns the target has triple speed and a +2 moderate bonus to Dexterity. &lt;br /&gt;
* Thunder Strike&lt;br /&gt;
:: The Electro-Mancer jesters at the target and a thunder bolt shots out an hits the target. The opponent can take a Dexterity check to attempt to avoid the direction of the jester to completely avoid damage. The damage is 2d8 + Int Mod. An extra 1d8 for every other level after 5th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Energize Body&lt;br /&gt;
:: The Electro-Mancer can target himself or any other ally and simply needs to touch the person. The target gets +2 moderate bonus to all accuracy, ability, and skill checks. This also makes the target temporarily immune to the follow conditions. Dazed, Exhausted, Fatigued, Nauseated, Shaken. This effect latest for 1d4 + Int Mod turns. &lt;br /&gt;
* Lightening Blade&lt;br /&gt;
:: The Electro-Mancer summons electricity to a free hand and shapes it into a blade. This blade can do 1d8 + Int Mod damage and negates DR. This also latest for 1d6 + Int Mod turns. At 10th level the Electro-Mancer can consume the blade for a free lower level technique if the blade hasn&#039;t be used for more turns then the Characters Ind Mod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Improved Electro Shield&lt;br /&gt;
:: This is a different version of the Electro Shield. The shield is now larger and can change shape. The shield has a DR of 7 + Int mod and is 5ft + 5ft for ever 2 levels of Electro-Mancer. The wall also can do damage to any Character walking through it in the wrong direction. The damage can be halved with a successful Constitution check. The damage is 1d8.&lt;br /&gt;
* Lightening Bolt&lt;br /&gt;
:: The Electro-Mancer merrily points at a target and a bolt of lightening springs from his hand. This lighten can bounce of the target and onto any adjacent enemy targets within 5ft. (This means that there can be a 5ft empty square in between them. Simply a 5ft reach) The lightening can hit up to an additional 3 enemy targets. Each time doing 1/2 the damage as the previous target. The initial damage is 4d10 + Int Mod. Each victim of the Lightening bolt can attempt a Dexterity check to jump out of range. If target is successful the lightening bolt may still attempt to hit another target that is within 5ft reach. If there are no other targets then this stops.&lt;br /&gt;
&lt;br /&gt;
== Field Officer Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Leadership&lt;br /&gt;
* Display Courage&lt;br /&gt;
* Stead Fast &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Commanding Presence&lt;br /&gt;
* Direct Allies&lt;br /&gt;
* Invoke Enemy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Weaken Resolve&lt;br /&gt;
* Imbue Strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Action Trust&lt;br /&gt;
* Deadly Gaze&lt;br /&gt;
&lt;br /&gt;
;Leadership&lt;br /&gt;
:By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, :whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:A Field Officer cannot use this ability on himself. &lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
:At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.&lt;br /&gt;
Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.&lt;br /&gt;
&lt;br /&gt;
:The Field Officer cannot use this ability on himself.&lt;br /&gt;
&lt;br /&gt;
:Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.&lt;br /&gt;
&lt;br /&gt;
;Action Trust&lt;br /&gt;
:At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.&lt;br /&gt;
&lt;br /&gt;
:As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).&lt;br /&gt;
&lt;br /&gt;
:The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).&lt;br /&gt;
&lt;br /&gt;
:Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Detect Danger:&lt;br /&gt;
* Endure Pain:&lt;br /&gt;
* Endure Hunger: &lt;br /&gt;
* Internal Fire: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Combo Punch&lt;br /&gt;
* Staff Stance&lt;br /&gt;
* Double Bladed Stance&lt;br /&gt;
* Running Kick&lt;br /&gt;
* The Correct Mind:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Combo Kick&lt;br /&gt;
* Blinding Strike&lt;br /&gt;
* Scorpion Style&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Empty Fist &lt;br /&gt;
* Deadly Strike&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer Techniques ==&lt;br /&gt;
&lt;br /&gt;
This is the list of Techniques for the [[Advance_Classes#Shield_Splicer|Shield Splicer]]. The shield splicer can also learn [[Techniques#Advanced_Combat_Techniques|Advanced Combat Techniques]] as Level 0 techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Sixth Sense&lt;br /&gt;
:: For 20 minutes the shield splicer gains a +2 Moderate Bonus to perception checks. This most be declared before a request from the GM to do a Perception check. A Player can use this and take 20 for an automatic 22 perception to the surroundings.&lt;br /&gt;
* Telekinetic&lt;br /&gt;
:: The Shield Splicer can warp a small shield around any object no heavier then 10lds and move it around a roughly 10ft reach of there person. &lt;br /&gt;
* Sense Fields&lt;br /&gt;
:: The shield Splicer gets +2 to Perception for 20 minutes once this is declared. This is stackable with &#039;Sixth Sense&#039;. However this only works when detecting force fields or any time of energy shield in a 60ft radius.&lt;br /&gt;
* Shape Shield&lt;br /&gt;
:: This allows a Shield Splicer to shape a small (1ft by 1ft) nearly invisible shield with no effect. It slowly dissipates over a period of 1 hour per Shield Splicer level. If something dirupts the shield in any way a signal is raised in the Shield Splicer&#039;s mind informing him of the disturbance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Push&lt;br /&gt;
:: This is considered a ranged Bull Rush. The range of this is 10ft + (5ft x 1/2 Shield Splicer level). The CTO for this roll substitutes the Strength Modifier for the Constitution Modifier. Sense the Shield Splicer is ranged this doesn&#039;t provoke and attack of opportunity unless the target can reach the Splicer with a melee weapon. The Shield Splicer doesn&#039;t need to move. All other rules for Bull Rush apply.&lt;br /&gt;
* Sense Motion &lt;br /&gt;
:: This takes a full round action. The Shield Splicer sends out shield particulates in the air. Whenever an enemy target moves the Shield Splicer can sense and attack. Until the next round the Shield Splicer can preform Ranged Attacks of Opportunity on enemy targets that move. The number of Attacks of Opportunity that can happen is the number of attack actions the Shield Splicer can preform in a normal turn. &lt;br /&gt;
:: &#039;&#039;&#039;NOTE&#039;&#039;&#039;: A Character may attack more then once if they have the Extra Attack special. This doesn&#039;t mean that Character can attack that many times on an Attack of Opportunity only that that Character can preform that many different Attacks of Opportunity. By default characters can only preform a single Attack of Opportunity. &lt;br /&gt;
* Force Wall&lt;br /&gt;
:: A force wall that can be up to 15ft by 5ft long. This shield has a DR of 2 + (1/2 Shield Splicer level) and can last 1d4 + 1 turns. The Force wall can be shapped by the Shield Splicer upon casting. Unlike the Shield Splicers special &#039;Shield Manipulator&#039; ability this shield is fixed too its location and cannot be reshaped. Also enemies can move through the shield unharmed.&lt;br /&gt;
* Reflection&lt;br /&gt;
:: A bright, highly reflective, shield is summoned. It is no larger then 1ft by 1ft and shines both visible light as well as multi over energy wave lengths. This shield stays in position for 1d4 turns. Confusing eyes as well as sensors. Any enemy has to roll a Wisdom check or get the [[Conditions#Blinded|Blinded]] condition for 1 turn. Also weather the check was successful or not all if an Enemy target is attempting to hit someone on the other side of this light they take a Major -4 to there accuracy roll for the duration the shield exists.&lt;br /&gt;
* Shield Imbue Weapon&lt;br /&gt;
:: The Shield Splicer can Imbue any target weapon with a small shield that provides an extra kick to weapon damage. This shield lasts for 1d6 turns. And does 1d6 extra damage. At level 4 it does 2d6 and at level 8 it does 3d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Cloak&lt;br /&gt;
:: This provides the shield splicer with partial concealment. It lasts for 1d4 + (1/4 Splicer lvl). The cloak can be negated if a tracking device or other targeting assist is used to help enemy players see the Shield Splicer.&lt;br /&gt;
* Force Punch&lt;br /&gt;
:: This is considered a Ranged attack and the target is not able to see it coming so they are considered Flat Footed. Following the rules for [[Weapons#Melee.2FMartial_Arts_Combat|Melee/Martial Art Combat]] expect replace the Strength bonus with Constitution. The range of this is 5ft + (5ft Splicer lvl) Other then that it is the same as a normal punch.&lt;br /&gt;
* Boost Shield&lt;br /&gt;
:: This is a technique that brings back some HP to the shield used by the &#039;Shield Manipulator&#039; special ability. This brings 5HP + (1HP per Shield Splicer Level).&lt;br /&gt;
* Force Trip&lt;br /&gt;
:: This is a ranged Trip technique. Just like Force Push the Strength is substituted for the Constitution Modifier. The range is 5ft + (5ft for every 1/4 Splicer lvl).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Smash&lt;br /&gt;
:: A nearly invisible hardened block of shield smashing into a target by a swift motion of the Shield Splicer. This does 1d8 + Conn Mod worth of damage. An additional 1d8 at 5th and 9th level. The range is 15ft + 5ft per Splicer level. The target can attempt to partially evade with a Dexterity Check. A successful check allows for only 1/2 damage and to avoid being knocked prone. A failure forces the target prone.&lt;br /&gt;
* Shield Crash&lt;br /&gt;
:: By negating any of his own active shields the Shield Splicer can also force other shields within a 30ft + (10ft per Splicer lvl) to &#039;crash&#039;. This includes ally shields. This stays in effect for 1d4 + Conn mod turns. If an enemy is a Shield Splicer or otherwise using a Shield Connected through Cybernetic implants that must roll a Constitution save of DC15 or be knocked out for 1d4 turns.&lt;br /&gt;
* Hold Person&lt;br /&gt;
:: Considered a ranged Grapple. This is much like Force Trip or Force Push. It also substitutes Strength of Constitution when calculating the CTO. This moves range is 5ft + (5ft for every 1/4 Splicer lvl). And otherwise follows the same rules for Grapple. Except this cannot be turned into a &#039;Pin&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Crush&lt;br /&gt;
:: The Shield Splicer envelops a shield around an enemy and uses it to crush the enemy to bits. The range is 10ft + (5ft per Splicer lvl) The damage is 2d10 + Conn Mod. At 10ft level it goes too 3d10 + Conn Mod. The enemy target can preform a Strength check to attempt to fight back against the shield. The DC is 10 + 4 (The Technique level) + Conn Mod. If successful the target only takes 1/2 damage.&lt;br /&gt;
* Directed Overload&lt;br /&gt;
:: This takes a full round action and provokes an Attack of Opportunity. The shield splicer focuses a massive amount of shield and concentrates it at a single target. The Splicer has to roll a Constitution check. The damage is the check score. If the player rolls a 5 or below the attack does not damage. If the player rolls a 1 the Splicer passes out for 1d4 turns. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 5&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Force Charge&lt;br /&gt;
:: This is considered a full around action. This is a Shield Splicer version of the Charge Combat Technique. The two main differences is that the shield splicer doesn&#039;t need to move and that like Hold Person and Force Push this technique switches out the Strength Modifier for Constitution Modifier when calculating the CTO. The range is 10ft + (5ft per 1/2 Splicer lvl). The shield Splicer also provokes an Attack of Opportunity from any adjacent enemies too himself. The Splicer can also do damage and the damage is equivalent to a Force Push x 2. &lt;br /&gt;
* Splintered Shield&lt;br /&gt;
:: The Shield Splicer concentrates shield particulates into a fine area and then lets go of it at the same time he energizes it with a massive amount of energy. The resulting nearly invisible explosion causes an area of effect of Type Circle, dimensions (3)15ft. The damage is 4d6 + Conn Mod. The targets can attempt to avoid the blast by doing a Dexterity Check against the Technique for 1/2 damage.&lt;br /&gt;
&lt;br /&gt;
== Swindler&#039;s Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Determine Fate&lt;br /&gt;
* Cheaters Eye&lt;br /&gt;
* The Right Time&lt;br /&gt;
* Warp Ahoy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Back Stab&lt;br /&gt;
* Luckiest&lt;br /&gt;
* Good Graces&lt;br /&gt;
* Rewind&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Ill Will&lt;br /&gt;
* Bestow Luck&lt;br /&gt;
* Double Take&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
* Master of Fortune&lt;br /&gt;
* Distort Time&lt;br /&gt;
&lt;br /&gt;
;Fortune’s Favour&lt;br /&gt;
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of &lt;br /&gt;
Dodge on his turn. &lt;br /&gt;
&lt;br /&gt;
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.&lt;br /&gt;
&lt;br /&gt;
At 8th level, the range of this ability increases to 60 feet&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2488</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2488"/>
		<updated>2015-12-11T00:45:32Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hard Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile. There is also the Weapon&#039;s Speed. Single-Fire, Manual, Semi-Auto, Automatic, Super-Fast.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the lowest range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the highest possible range for that weapon type.&lt;br /&gt;
&lt;br /&gt;
The Weapon Speed provides customization too accuracy, damage, range.  &lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away there own bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 10,000ft/20 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 100,000/200 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 100,0000/2,000 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 10,000,000/20,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Maximum Range&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || Infinite&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || 1 Billion ft/2,000,000 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || 1,000,000ft/2,000&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || 10,000,000ft/20,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All weapons start out at Semi-Auto. When increasing the speed the weapon losses range and when the speed of the weapon is decreased the weapon gains range. The change is made permanent on construction of the weapon. The range increment is based on the Minimum Range of the Weapon. For each Speed decrease the range goes up one base speed and for each Speed increase the range goes down one. &lt;br /&gt;
&lt;br /&gt;
When changing the speed the Character can also adjust one of the other 2 stats. The damage or the accuracy. By default the accuracy bonus of a weapon is 0. However if the speed is decreased the Character can add a +1 for a maximum of +2 sense the weapon can only go down two speeds. The reverse is true. The accuracy can go down if the speed is moved up.&lt;br /&gt;
&lt;br /&gt;
As for Weapon damage a +1 bonus to each Damage Dice can be added or a -1 to all Damage Dice for each change too speed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Speeds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| 100,000ft&lt;br /&gt;
| 1,000,000ft&lt;br /&gt;
| 10,000,000ft&lt;br /&gt;
| 100,000,000ft&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| 75,000ft&lt;br /&gt;
| 750,000ft&lt;br /&gt;
| 7,500,000ft&lt;br /&gt;
| 75,000,000ft&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| 20,000ft&lt;br /&gt;
| 200,000ft&lt;br /&gt;
| 2,000,000ft&lt;br /&gt;
| 20,000,000ft&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| 50,000ft&lt;br /&gt;
| 500,000ft&lt;br /&gt;
| 5,000,000ft&lt;br /&gt;
| 50,000,000ft&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lastly the ship&#039;s weapon can be further improved by a Tech Point or having it be Master Crafted. Each tech level provides an additional point to spend. Tech 1 provides one 1 and so on. Master Crafted also allows an additional point. These points are spent in the same way the effect of changing the Range. Except now the point can be spent on Damage,Accuracy and Range with not negative effects. &lt;br /&gt;
&lt;br /&gt;
=== Amo ===&lt;br /&gt;
&lt;br /&gt;
Amo adds an extra lay of customization too what your ships weapons can do. Amo can change your damage die, provide damage bonuses, range bonus, and change the damage type. By default Projectile, Missile weapons are Kinetic Damage types while Laser and Plasma are Thermal damage types. However this can change. Any different damage type from the default increases the price of the Amo by 50%. Any other bonuses provided increase the price by doubling it. If the bonus is increased say from +1 Damage Die to +2 the base price is quadrupled, and quintupled if +3 and so on.&lt;br /&gt;
&lt;br /&gt;
Below is a chart of the base prices for Amo based on there size and weapon type. This is for 100 rounds. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Speeds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| $100&lt;br /&gt;
| $1,000&lt;br /&gt;
| $10,000&lt;br /&gt;
| $100,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| $15,000&lt;br /&gt;
| $150,000&lt;br /&gt;
| $15,000,000&lt;br /&gt;
| $1,500,000,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| $1,000&lt;br /&gt;
| $15,000&lt;br /&gt;
| $250,000&lt;br /&gt;
| $10,000,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2487</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2487"/>
		<updated>2015-12-11T00:32:11Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hard Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile. There is also the Weapon&#039;s Speed. Single-Fire, Manual, Semi-Auto, Automatic, Super-Fast.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the lowest range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the highest possible range for that weapon type.&lt;br /&gt;
&lt;br /&gt;
The Weapon Speed provides customization too accuracy, damage, range.  &lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away there own bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 10,000ft/20 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 100,000/200 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 100,0000/2,000 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 10,000,000/20,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Maximum Range&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || Infinite&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || 1 Billion ft/2,000,000 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || 1,000,000ft/2,000&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || 10,000,000ft/20,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All weapons start out at Semi-Auto. When increasing the speed the weapon losses range and when the speed of the weapon is decreased the weapon gains range. The change is made permanent on construction of the weapon. The range increment is based on the Minimum Range of the Weapon. For each Speed decrease the range goes up one base speed and for each Speed increase the range goes down one. &lt;br /&gt;
&lt;br /&gt;
When changing the speed the Character can also adjust one of the other 2 stats. The damage or the accuracy. By default the accuracy bonus of a weapon is 0. However if the speed is decreased the Character can add a +1 for a maximum of +2 sense the weapon can only go down two speeds. The reverse is true. The accuracy can go down if the speed is moved up.&lt;br /&gt;
&lt;br /&gt;
As for Weapon damage a +1 bonus to each Damage Dice can be added or a -1 to all Damage Dice for each change too speed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Speeds&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Types&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Small&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Medium&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Large&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gigantic&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Projectile&lt;br /&gt;
| 100,000ft&lt;br /&gt;
| 1,000,000ft&lt;br /&gt;
| 10,000,000ft&lt;br /&gt;
| 100,000,000ft&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Laser&lt;br /&gt;
| 75,000ft&lt;br /&gt;
| 750,000ft&lt;br /&gt;
| 7,500,000ft&lt;br /&gt;
| 75,000,000ft&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Plasma&lt;br /&gt;
| 20,000ft&lt;br /&gt;
| 200,000ft&lt;br /&gt;
| 2,000,000ft&lt;br /&gt;
| 20,000,000ft&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Missile&lt;br /&gt;
| 50,000ft&lt;br /&gt;
| 500,000ft&lt;br /&gt;
| 5,000,000ft&lt;br /&gt;
| 50,000,000ft&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2486</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2486"/>
		<updated>2015-12-11T00:20:08Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hard Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile. There is also the Weapon&#039;s Speed. Single-Fire, Manual, Semi-Auto, Automatic, Super-Fast.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the lowest range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the highest possible range for that weapon type.&lt;br /&gt;
&lt;br /&gt;
The Weapon Speed provides customization too accuracy, damage, range.  &lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away there own bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 10,000ft/20 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 100,000/200 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 100,0000/2,000 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 10,000,000/20,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Maximum Range&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || Infinite&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || 1 Billion ft/2,000,000 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || 1,000,000ft/2,000&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || 10,000,000ft/20,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All weapons start out at Semi-Auto. When increasing the speed the weapon losses range and when the speed of the weapon is decreased the weapon gains range. The change is made permanent on construction of the weapon. The range increment is based on the Minimum Range of the Weapon. For each Speed decrease the range goes up one base speed and for each Speed increase the range goes down one. &lt;br /&gt;
&lt;br /&gt;
When changing the speed the Character can also adjust one of the other 2 stats. The damage or the accuracy. By default the accuracy bonus of a weapon is 0. However if the speed is decreased the Character can add a +1 for a maximum of +2 sense the weapon can only go down two speeds. The reverse is true. The accuracy can go down if the speed is moved up.&lt;br /&gt;
&lt;br /&gt;
As for Weapon damage a +1 bonus to each Damage Dice can be added or a -1 to all Damage Dice for each change too speed.&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2485</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2485"/>
		<updated>2015-12-11T00:08:37Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hard Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile. There is also the Weapon&#039;s Speed. Single-Fire, Manual, Semi-Auto, Automatic, Super-Fast.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the lowest range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the highest possible range for that weapon type.&lt;br /&gt;
&lt;br /&gt;
The Weapon Speed provides customization too accuracy, damage, range.  &lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away there own bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 1,000ft/2 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 10,000/20 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 100,000/200 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 1,000,000/2,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Maximum Range&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || Infinite&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || 100,000,000ft/200,000 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || 1,000,000ft/2,000&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || 10,000,000ft/20,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2484</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2484"/>
		<updated>2015-12-11T00:08:16Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hard Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile. There is also the Weapon&#039;s Speed. Single-Fire, Manual, Semi-Auto, Automatic, Super-Fast.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the lowest range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the highest possible range for that weapon type.&lt;br /&gt;
&lt;br /&gt;
The Weapon Speed provides customization too accuracy, damage, range.  &lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away there own bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right: 10px; text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 1,000ft/2 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 10,000/20 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 100,000/200 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 1,000,000/2,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Maximum Range&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || Infinite&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || 100,000,000ft/200,000 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || 1,000,000ft/2,000&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || 10,000,000ft/20,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2483</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2483"/>
		<updated>2015-12-11T00:07:42Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hard Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. There are also Weapon Types. Projectile, Laser, Plasma,  and Missile. There is also the Weapon&#039;s Speed. Single-Fire, Manual, Semi-Auto, Automatic, Super-Fast.&lt;br /&gt;
&lt;br /&gt;
The Weapon Size provides the number of damage die (Although not the die type) as well as the lowest range.&lt;br /&gt;
&lt;br /&gt;
The weapon Type provides the damage die type as well as the highest possible range for that weapon type.&lt;br /&gt;
&lt;br /&gt;
The Weapon Speed provides customization too accuracy, damage, range.  &lt;br /&gt;
&lt;br /&gt;
Weapons can also have Amo types which can add or take away there own bonuses. However amo rules are the same for ships as they are for normal weapons. Too review rules for amo usage go [[Weapons#Ammunition|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Damage Die&amp;lt;br /&amp;gt;Number&lt;br /&gt;
! Minimum Range&lt;br /&gt;
|-&lt;br /&gt;
| Small || 3dX || 1,000ft/2 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 6dX || 10,000/20 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Large || 9dX || 100,000/200 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic || 12dX || 1,000,000/2,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapon Types&lt;br /&gt;
! Type&lt;br /&gt;
! Die Type&lt;br /&gt;
! Maximum Range&lt;br /&gt;
|-&lt;br /&gt;
| Projectile || d4 || Infinite&lt;br /&gt;
|- &lt;br /&gt;
| Laser || d8 || 100,000,000ft/200,000 Squares&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || d10 || 1,000,000ft/2,000&lt;br /&gt;
|-&lt;br /&gt;
| Missile || d6 || 10,000,000ft/20,000 Squares&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2482</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2482"/>
		<updated>2015-12-10T23:45:27Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hard Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Gigantic. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are Small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. However with ships the weapon levels provide a default Weapon damage and Weapon Range. The Speed can change another one of the Weapons attributes at the detriment of the others. The default speed of all weapons is &#039;Semi-Auto&#039;. Please review the Weapons Levels section again for the &#039;Speeds&#039; and &#039;Power Levels&#039; of weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2481</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2481"/>
		<updated>2015-12-10T23:44:44Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Space Ship HardPoints and Bays */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Gigantic || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Huge. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. However with ships the weapon levels provide a default Weapon damage and Weapon Range. The Speed can change another one of the Weapons attributes at the detriment of the others. The default speed of all weapons is &#039;Semi-Auto&#039;. Please review the Weapons Levels section again for the &#039;Speeds&#039; and &#039;Power Levels&#039; of weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2480</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2480"/>
		<updated>2015-12-08T21:44:23Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hard Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 || Huge / 10 || ~32,000+ ft || 64+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 || Large / 10 || ~18,000+ ft || ~36 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 || Large / 8 || ~8,000+ ft || ~16 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 || Medium / 8|| ~2,000+ ft || ~4 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 || Medium / 6|| ~500+ ft || ~1 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 || Small / 4 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 || Small / 2|| ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || N/A / 3 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || N/A / 2 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship HardPoints and Bays ==&lt;br /&gt;
&lt;br /&gt;
A space ships hardpoints are its external mounting points where weapons and other external upgrades go. Where as a ships Bays are its internal upgrades. The amount of Hard Points and Bays are determined by the Hull Size. However Hull Configuration and how points are spent on the Ships 6 attributes may also effect these numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Space Craft Hard Points&lt;br /&gt;
! Size&lt;br /&gt;
! Weapon Size&lt;br /&gt;
! Hard Points&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| Huge || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| Large || 10&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| Large || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Large|| Medium || 8 &lt;br /&gt;
|-&lt;br /&gt;
|Medium|| Medium || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Small|| Small || 4 &lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| Small || 2&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive* || N/A || 3&lt;br /&gt;
|-&lt;br /&gt;
|Fine* || N/A || 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *These ships use &#039;normal&#039; sized weapons noted in the [[Weapons|Weapons Section]]&lt;br /&gt;
|}&lt;br /&gt;
=== Hard Points ===&lt;br /&gt;
&lt;br /&gt;
Hard Points are communally referred to as the locations that weapons are deployed. However they can also can mount an array of other external devices. Such as a Jamming Array, Grappler, Extended Sensor Array, Target Enhancers, Target Jammers etc... There is 4 main weapon sizes. Small, Medium, Large, Huge. To the right is a table showing ship size and the relative sized weapon that ship can be fitted with as well as the default number of hard points.&lt;br /&gt;
&lt;br /&gt;
Below is the weapons sizes. Size is relative. To the average person these weapons must be massive. However to a ship they are small to Gigantic just like the weapons sizes specified in the [[Weapons#Weapon_Levels|Weapons Levels]] section. However with ships the weapon levels provide a default Weapon damage and Weapon Range. The Speed can change another one of the Weapons attributes at the detriment of the others. The default speed of all weapons is &#039;Semi-Auto&#039;. Please review the Weapons Levels section again for the &#039;Speeds&#039; and &#039;Power Levels&#039; of weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Weapons&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Weapon Size&amp;lt;br /&amp;gt;Hard Points&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bays ===&lt;br /&gt;
&lt;br /&gt;
Bays are empty spaces within the hull of the ship that can be customized for certain uses. A Bay can be converted into facilities for example: Science Bay or Medical Bay. The facilities add additional services that the ship can provide to its crew.. given that someone has the necessary skills to operate them. Bays are sometimes required for certain upgrades. Theses upgrades use the space to store additional power supplies, relays, conduits, access ports and other components necessary to support the Upgrade. &lt;br /&gt;
&lt;br /&gt;
=== Space Ship Abilities and Upgrades===&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== Ship Quirks ==&lt;br /&gt;
&lt;br /&gt;
Ship&#039;s can have Quirks about them. Similar in nature to a Character [[Difficulties|difficultly/trait]] ships can have Quirks/defects that can add more personality uniqueness to ones ship. Any adventure is going to get some scars and bumps along the way and his ship is no different. Ships are expensive and you don&#039;t want to just replace it the moment it cracks its first Quantum coolant tank. Over time the ship is going to start to gain its own personality in the eyes of its crew. &lt;br /&gt;
&lt;br /&gt;
Here are some &#039;Quirks&#039; or &#039;defects&#039; that ships can gain over time. They can be &#039;earned&#039; or given by the GM. Players with the right skills and equipment can over time remove most defects and quirks if they want. Although some can be made permanent if GM wishes it.&lt;br /&gt;
&lt;br /&gt;
== Ship Positions ==&lt;br /&gt;
&lt;br /&gt;
There are 3 main positions that can directly effect a ship. Small size or smaller ships can combine these positions without taking penalties. However larger ships require the positions to be filled by a dedicated person or take a Moderate -2 per extra position a single Character is fulfilling. &lt;br /&gt;
&lt;br /&gt;
The 3 main positions are:&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;&#039;&#039;: Supplies the Pilot bonus&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039;: Supplies a bonus to accuracy checks&lt;br /&gt;
* &#039;&#039;&#039;Communications&#039;&#039;&#039;: Supplies that characters CHA mod as a bonus to communications and to jamming or counter jamming. &lt;br /&gt;
&lt;br /&gt;
There are also 4 other positions that are note worthy.&lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use the Leadership feat to provide bonuses to the people in different positions on the ship. The &#039;&#039;&#039;Captain&#039;&#039;&#039; can use there CHA Mod instead of the Comms officer if they are the one doing 100% of the talking.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not effect the stats of the ship. However they can help to repair the ship even while in combat if the ship has an Engineer station or facility. A ship can also provide information and tools at the ready for an Engineer to help repair the ship giving the Engineer bonuses to repair.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Science&#039;&#039;&#039; officer can be anyone that wants to preform science related skills on the ship using a ship provided science station or facility. Not all ships come with a Science station or facility. They are upgrades that can be installed. A person using this station can gain bonuses.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; officer just like the Science officer requires a Medical facility. Anyone using the Medical facility with the necessary skills can gain bonuses. &lt;br /&gt;
&lt;br /&gt;
More positions can be made up by the GM for the purpose to storytelling and game play. As long as those roles are clear and the Players are aware of them before gaming.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2468</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2468"/>
		<updated>2015-12-03T00:14:51Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Ship Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 Main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2467</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2467"/>
		<updated>2015-12-03T00:10:01Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2466</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2466"/>
		<updated>2015-12-03T00:09:42Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Ship Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2465</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2465"/>
		<updated>2015-12-03T00:07:46Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Space Ship Default Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 32,400 Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 10,800 Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 3,600 Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 360 Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 120 Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2464</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2464"/>
		<updated>2015-12-03T00:03:06Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Space Ship Default Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 128,000Units || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 32,000Units || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 8,000Units || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 1,920Units || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 480Units || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 40 Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 4 Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2 Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1 Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2463</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2463"/>
		<updated>2015-12-02T23:59:37Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Space Ship Default Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 128,000 Units || 324  || 128,000Units || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 32,000 Units || 108 || 32,000Units || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 8,000 Units || 36 || 8,000Units || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 1,920 Units || 12 || 1,920Units || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 480 Units || 4 || 480Units || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 70 Units || 2 || 70Units || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 16 Units || 0 || 16Units || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4 Units || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1 Unit || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2462</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2462"/>
		<updated>2015-12-02T23:58:04Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Space Ship Default Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 128,000Units || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR 10 / Mod 4 || 250,000lbs || 108 || 32,000Units || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 8,000Units || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 1,920Units || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 480Units || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 70Units || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 16Units || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4Units || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1Unit || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2461</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2461"/>
		<updated>2015-12-02T23:57:08Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Space Ship Default Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 8 || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 128,000Units || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 8 || 24d10 || DR1 10 / Mod 4 || 250,000lbs || 108 || 32,000Units || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 9 || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 8,000Units || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 1,920Units || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 480Units || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 70Units || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 11|| 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 16Units || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 12 || 4d6 || DR 2 / Mod 2 || 4Units || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 12 || 2d6 || DR 2 / Mod 2|| 1Unit || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2460</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2460"/>
		<updated>2015-12-02T23:56:52Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +6 ||~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -6 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 6 || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 128,000Units || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 7 || 24d10 || DR1 10 / Mod 4 || 250,000lbs || 108 || 32,000Units || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 8 || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 8,000Units || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 1,920Units || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 480Units || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 70Units || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 12|| 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 16Units || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 14 || 4d6 || DR 2 / Mod 2 || 4Units || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 18 || 2d6 || DR 2 / Mod 2|| 1Unit || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2459</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2459"/>
		<updated>2015-12-02T23:54:24Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size&amp;lt;br /&amp;gt; Modifiers&lt;br /&gt;
! Armor&amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || +4 ||~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || +2 ||~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || +1 ||~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || 0 ||~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || 0 ||~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || 0 ||~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || -1 ||~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || -2 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || -4 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 6 || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 128,000Units || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 7 || 24d10 || DR1 10 / Mod 4 || 250,000lbs || 108 || 32,000Units || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 8 || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 8,000Units || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 1,920Units || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 480Units || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 70Units || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 12|| 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 16Units || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 14 || 4d6 || DR 2 / Mod 2 || 4Units || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 18 || 2d6 || DR 2 / Mod 2|| 1Unit || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2458</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2458"/>
		<updated>2015-12-02T23:51:44Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Space Ship Default Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –4 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –3 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Multiplier  &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 6 || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 128,000Units || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 7 || 24d10 || DR1 10 / Mod 4 || 250,000lbs || 108 || 32,000Units || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 8 || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 8,000Units || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 1,920Units || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 480Units || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 70Units || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 12|| 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 16Units || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 14 || 4d6 || DR 2 / Mod 2 || 4Units || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 18 || 2d6 || DR 2 / Mod 2|| 1Unit || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The AC in the chart above is the total after the Size Modifier is applied. &lt;br /&gt;
&lt;br /&gt;
The Shield column has both the Damage Reduce provided by the base shields as well as the multiplier that is used with the ship&#039;s Shield Statistic. Learn more about ship Shields in the following section.  &lt;br /&gt;
&lt;br /&gt;
The Cargo Capacity is measured in Cargo Units. This is a generic way to loop both volume and weight into a single unit. This represents the maximum extra volume and weight a ship can carry. Each Unit is 100Lbs and 1x1x1ft square of volume. Going over this unit amount will cause the ship to be over burdened. Which will cut Tactical Speed in half as well as Transpiration speed. &lt;br /&gt;
&lt;br /&gt;
The prices in the above graph already include the procure difficulty. Procure Diff  and price can increase due to Hull Configurations and customizations.&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2457</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2457"/>
		<updated>2015-12-02T21:15:39Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hull Sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –4 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –3 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Modifier &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 6 || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 972Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 7 || 24d10 || DR1 10 / Mod 4 || 250,000lbs || 108 || 324Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 8 || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 108Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 360Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 120Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 40Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 12|| 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 4Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 14 || 4d6 || DR 2 / Mod 2 || 150lbs || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 18 || 2d6 || DR 2 / Mod 2|| 100lbs || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2456</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2456"/>
		<updated>2015-12-02T21:15:18Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Space Ship Default Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! AC&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Modifier &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 6 || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 972Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 7 || 24d10 || DR1 10 / Mod 4 || 250,000lbs || 108 || 324Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 8 || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 108Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 9 || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 360Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 10 || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 120Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 11 || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 40Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 12|| 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 4Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 14 || 4d6 || DR 2 / Mod 2 || 150lbs || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 18 || 2d6 || DR 2 / Mod 2|| 100lbs || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2455</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2455"/>
		<updated>2015-12-02T21:12:14Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Space Ship Default Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Modifier &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger&amp;lt;br /&amp;gt;Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 972Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 24d10 || DR1 10 / Mod 4 || 250,000lbs || 108 || 324Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 108Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 360Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 120Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 40Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 4Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 4d6 || DR 2 / Mod 2 || 150lbs || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 2d6 || DR 2 / Mod 2|| 100lbs || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2454</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2454"/>
		<updated>2015-12-02T21:11:57Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Ship Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Modifier &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 972Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 24d10 || DR1 10 / Mod 4 || 250,000lbs || 108 || 324Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 108Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 360Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 120Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 40Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 4Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 4d6 || DR 2 / Mod 2 || 150lbs || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 2d6 || DR 2 / Mod 2|| 100lbs || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Attributes ships have other Statistics as well. Just like a Character has stats that are effected by there ability scores these stats can be effected by the 6 Main Attributes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main Attributes. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2453</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2453"/>
		<updated>2015-12-02T21:11:03Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Secondary Ship Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Modifier &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 972Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 24d10 || DR1 10 / Mod 4 || 250,000lbs || 108 || 324Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 108Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 360Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 120Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 40Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 4Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 4d6 || DR 2 / Mod 2 || 150lbs || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 2d6 || DR 2 / Mod 2|| 100lbs || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Statistics ships have other stats as well. Just like a Character these stats can be effected by the 6 Main Statistics. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main stats. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2452</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2452"/>
		<updated>2015-12-02T21:10:37Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Space Craft Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Attributes ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Attributes These 6 Main Attributes are similar in nature to a Characters 6 Ability scores. However not every Attribute is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Attributes and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 Attributes is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Space Ship Default Statistics ==&lt;br /&gt;
&lt;br /&gt;
Each Hull Size has default values for the ship Statistics. Much like a Hero Base Class. Below is the default information below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Statistics&lt;br /&gt;
! Size&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Shields&amp;lt;br /&amp;gt;Modifier &lt;br /&gt;
! Cargo Capacity&lt;br /&gt;
! Passenger Capacity&lt;br /&gt;
! Weight&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal || 30d12 || DR 15 / Mod 5 || 1,000,000lbs || 324  || 972Tons || 36 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan || 24d10 || DR1 10 / Mod 4 || 250,000lbs || 108 || 324Tons || 12 Million / 3&lt;br /&gt;
|-&lt;br /&gt;
|Huge || 18d10 || DR 7 / Mod 4 || 100,000lbs || 36 || 108Tons || 4 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
|Large || 16d8 || DR 5 / Mod 3 || 12,000lbs || 12 || 360Tons || 320,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Medium || 12d8 || DR 4 / Mod 3 || 5,000lbs || 4 || 120Tons || 160,000 / 0 &lt;br /&gt;
|-&lt;br /&gt;
|Small || 8d8 || DR 3 / Mod 2 || 2,000lbs || 2 || 40Tons || 80,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Tiny || 6d6 || DR 2 / Mod 2 || 200lbs || 0 || 4Tons || 32,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive || 4d6 || DR 2 / Mod 2 || 150lbs || 0 || 2Tons || 16,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fine || 2d6 || DR 2 / Mod 2|| 100lbs || 0 || 1Ton || 8,000 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Statistics ships have other stats as well. Just like a Character these stats can be effected by the 6 Main Statistics. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main stats. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2451</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2451"/>
		<updated>2015-12-01T23:00:15Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Hull Configurations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Statistics. These 6 Main Stats are similar in nature to a Characters 6 ability scores. However not every Statistic is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Statistics and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Secondary Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 statistics is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Secondary Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Statistics ships have other stats as well. Just like a Character these stats can be effected by the 6 Main Statistics. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main stats. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the crafts. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2450</id>
		<title>Space Ships</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Space_Ships&amp;diff=2450"/>
		<updated>2015-12-01T22:59:49Z</updated>

		<summary type="html">&lt;p&gt;173.203.4.162: /* Secondary Ship Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page is for rules on Building, repairing, buying and selling of Space craft within the Future Path universe. For rules on combat in a Star ship go [[Combat#Space_Combat|here]]. For rules on piloting and exploration with space ships go [[Transportation|here]]&lt;br /&gt;
&lt;br /&gt;
== Space Craft Categories ==&lt;br /&gt;
&lt;br /&gt;
There are two distinctive aspects to space craft. Its Hull size and Hull configuration. The Hull the primary foundation too a Space Craft. All other aspects are derived from a crafts Hull. When building a ship or trying to price the ship out the price is first based on its size. Then its configuration (if it has one). Configurations determines what purpose the craft has and different hall configures can allow access to different things thus changing the price. Configuration may also determine the [[Wealth_and_Money#Procure_Difficulty|procure difficulty]]. &lt;br /&gt;
&lt;br /&gt;
=== Hull Sizes ===&lt;br /&gt;
&lt;br /&gt;
Below is a table of Hull sizes. All hulls must fit within these sizes. Sizes are here to represent the number of squares that a craft will take up in space. Much like a character taking up a 5ft square of personal space craft also have the same personal space except they are in 500ft blocks instead. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Sizes&lt;br /&gt;
! Size&lt;br /&gt;
! Size Modifiers &lt;br /&gt;
! Sq ft&lt;br /&gt;
! Num of Squares&lt;br /&gt;
! Base Price&lt;br /&gt;
! Support Life&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Colossal|| –8 || ~30,000+ ft || 60+ squares || 12 Million  || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan|| –4 || ~10,000+ ft || 20-60 squares || 4 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| –2 || ~4,500+ ft || 9-20 squares || 1.8 Million || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Large|| –1 || ~2,000+ ft || 4-9 squares || 800,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Medium|| +0 || ~500+ ft || 1-4 squares|| 200,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Small|| +1 || ~250+ ft || 4 per sq || 50,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Tiny|| +2 || ~125+ ft || 16 per sq || 20,000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive|| +4 || ~75+ ft || 64 per sq || 10,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
|Fine|| +8 || &amp;lt;75 ft || 256 per sq || 5,000 || No*&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Emergency Craft/Escape Pods Only can support life and be this small.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anything more then ~60,000 square feet, 18,000 meters in size is consider Super Colossal and can only be a ship with exceptions from the GM. It would be considered a station. Even if the station has the ability to move around in the universe of Future Path no craft of that magnitude could preform Faster Then Light travel using a system completely self contained. In order to travel fast distances a &#039;ship&#039; that size would have to be moved by an external source. Also attacking a ship or structure of that size would be considered as attacking a station and thus different modifiers apply.&lt;br /&gt;
&lt;br /&gt;
== Space Craft Stats ==&lt;br /&gt;
&lt;br /&gt;
Hull Size determine points that are given to 6 Main Statistics. These 6 Main Stats are similar in nature to a Characters 6 ability scores. However not every Statistic is a perfect pairing to a Character&#039;s ability score. Some stats are more like a skill. Players spend points on the 6 Main Stats similar to character creation alternative rules. Below is the 6 Statistics and a summary.&lt;br /&gt;
&lt;br /&gt;
There is also additional Secondary Statistics that will be reviewed below in the [[Space_Ships#Secondary_Ship_Statistics|Secondary Statistics]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Tech Level Bonuses&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Tech Level&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +10&lt;br /&gt;
|- &lt;br /&gt;
| 4 || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Engines:&lt;br /&gt;
: Like Strength. Engines are the heart of a ship. Engines can add bonuses to Combat Manoeuvres as well as certain Ship Feats.&lt;br /&gt;
; Mobility:&lt;br /&gt;
: Like Dexterity. Can add bonuses to AC, Initiative and bonus bonuses to Tactical Speed. &lt;br /&gt;
; Amour:&lt;br /&gt;
: Like Constitution. Can add bonuses to AC and extra Hit Die&lt;br /&gt;
; Electronics:&lt;br /&gt;
: Like Intelligence. Provides bonuses to Manoeuvres and ship functions that uses electronic upgrades.&lt;br /&gt;
; Sensors:&lt;br /&gt;
: Like Wisdom. (The Character skill Perception uses Wisdom). This provides bonuses to the ship sensors giving it better abilities to scan and find things in space.&lt;br /&gt;
; Communications:&lt;br /&gt;
: Like Charisma. Adds to a Characters Charisma bonus while attempting to communicate to other ships. Also enhances the range of communication systems and makes it hard to jam. &lt;br /&gt;
&lt;br /&gt;
All ships start with 15 points that a Player can spend on customizing the ship. More points can also be gained based on the Tech Level the Space Ship. Please review the chart too the right. &lt;br /&gt;
&lt;br /&gt;
Bonus points can also come from Characters who can provide bonuses based on there Craft skills. Each of the main 6 statistics is associated with a kind of Craft skill. High enough in the associated craft skill can provide bonuses too that Main Stat. More on this in the Space Ship crafting section.&lt;br /&gt;
&lt;br /&gt;
Lastly additional points can be provided by Hull Configurations. Different configurations provide bonuses and special abilities that help make the ships stand apart from one another. Some of the bonuses come in the forum of additional points.&lt;br /&gt;
&lt;br /&gt;
=== Spending Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-right: 10px;&amp;quot;&lt;br /&gt;
|+Table: Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The ship size determines the starting value of each of the 6 Main Stats. Fine, Diminutive, and Tiny start out with 9 pints each. Small, Medium, Large start out with 10 points each. Finally Huge, Gargantuan, Colossal start with 11 points each. Hull size also effects other stats. More on that in the next section.&lt;br /&gt;
&lt;br /&gt;
Just as in the alternative rules for Character Creation found [[Character_Creation_and_Advancement#Alternate_Ability_Score_Rules|here]]. The Player has to spend points on the 6 Main Stats that they want to see increased. The cost stacks. Meaning that if you want a +2 in Engines you have to pay for the +1 and +2 costs. So that it will cost a total of 3 points. For the Fine, Diminutive and Tiny sized crafts that start out at 9 instead of 10 simply shift the costs down one. So going from a 9 to a 10 will cost 1 point and 10 to 11 cost an additional 2 points and so on. &lt;br /&gt;
&lt;br /&gt;
;Example of spending points:&lt;br /&gt;
: You have a Tech 1 Medium sized Hull and you want to spend points on your Communications. That mean you have 15 points to spend. You also want better Mobility and Engines. So you put a +1 in Mobility and a +1 in Engines. Each will cost 1 point. However your main concern is Communications sense this is a ship for your Diplomat. You want to have +3 for Comms. This requires the 1 point for +1 and then another cost of 2 points for +2 and finally 3 points for the +3. You have to spend all 6 points to get the +3 bonus too Comms. In total you have spent 5 points and have 10 points left. You can keep going till you have spent all points.&lt;br /&gt;
&lt;br /&gt;
== Secondary Ship Statistics ==&lt;br /&gt;
&lt;br /&gt;
Besides the 6 Main Statistics ships have other stats as well. Just like a Character these stats can be effected by the 6 Main Statistics. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Attack Damage Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| The Attack Damage Bonus effects the damage roles provided. It is equal to 1/2 the Engine Mod round down. It is added to the total damage of each weapon fired.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Attack Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the ships ability to preform tactical manoeuvres and abilities. It is effected by the Engine Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Combat Defence Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects a ships chance of being effected by an enemies tactical manoeuvres or abilities. It is 10 + Engine Mod + Mobility Mod + Misc Mod&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Hit Die:&lt;br /&gt;
|-&lt;br /&gt;
| Hit Die and number of Hit Die are provided by the Hull Size of the craft. However Hull Configuration can change this as well. The ship also gets bonus Hit Dice based on the Armor Mod.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Initiative:&lt;br /&gt;
|-&lt;br /&gt;
| Initiative effects the order of combat as well as determining who goes first in a stand-off. The total is: (Mobility + Sensors) - Armor.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shields:&lt;br /&gt;
|-&lt;br /&gt;
| Shields is a ships Damage Reduction. A ship doesn&#039;t have to have shields. Having shields usually causes negative effects along side the positive ones. Base shield damage reduction and its modifier are provided by a shields Hull Size and possibly its Configuration. However this can be further modified by the Electronics Mod. The new total is: Base Shield DR + Modifier * Electronic Mod. &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Targeting Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| This effects the Accuracy check for a ship to determine if its weapons are on target. This total is added to d20 accuracy check rolls. The total is: Mobility Mod + Sensors Mod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below are things that cannot be effected by the 6 main stats. They are provided by default from Hull Size/Configuration. However some modifications done by Characters such as installing gadgets or upgrades that can change the below stats. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc Statistics&#039;&#039;&#039;:&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cargo Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Cost:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Crew:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dimensions:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Passenger Capacity:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Bonus:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Pilot Dex Mod:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Procure Difficulty:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Name:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Weight:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Summary Design Specs:&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Space Ship Abilities and Upgrades==&lt;br /&gt;
&lt;br /&gt;
Ships can have modifications installed in the form of System Upgrades. Ever Statistic of a ship from the 6 main Stats to all Secondary Stats can have System Upgrade installed. These can be installed by a Character with the correct Craft skill or simply paid for. A list of System Upgrades can be found in the Wealth and Equipment section.&lt;br /&gt;
&lt;br /&gt;
Ships can also have modifications outside of upgrading key systems. But instead add new Abilities to a craft. Usually this upgrade depends on at least one of the 6 Main Stats or the bonus from Combat Maneuver Attack Bonus. A detailed list of Space Ship Abilities can be found in the Space Ship Combat section [[Combat#Space_Combat|here]].&lt;br /&gt;
&lt;br /&gt;
== Hull Configurations ==&lt;br /&gt;
&lt;br /&gt;
Below is a table with common Hull configurations of the Future Path Universe. Further below is more detailed description of the craft in questions. Different configurations supply different bonuses to help to stylise the Space Craft. Below the table is a more detailed list of the Hull configurations and there bonuses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-algin:right;&amp;quot;&lt;br /&gt;
|+ Space Craft Configurations&lt;br /&gt;
! Configuration&lt;br /&gt;
! Avg. Size &lt;br /&gt;
! Avg. Price&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Barges || Medium || 250,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Battle Cruisers || Large || 400 Million / 3&lt;br /&gt;
|- &lt;br /&gt;
| Battle Ships || Huge || 800 Million / 4&lt;br /&gt;
|-&lt;br /&gt;
| Capital || Colossal || 20 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Carriers || Gargantuan || 8 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Cruisers* || Medium || 20 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Drones* || Diminutive || 10,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Destroyers || Medium || 25 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnoughts || Gargantuan || 2 Billion / 5&lt;br /&gt;
|- &lt;br /&gt;
| Fighters || Small || 500,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Frigates || Medium || 2 Million / 2&lt;br /&gt;
|-&lt;br /&gt;
| Freighters || Huge || 4 Million / 1&lt;br /&gt;
|-&lt;br /&gt;
| Industrial || Large || 1 Million / 0&lt;br /&gt;
|-&lt;br /&gt;
| Shuttles || Small || 50,000 / 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;3&amp;quot; | *Prices vary wilding depending on application. The name doesn’t &amp;lt;br \&amp;gt;necessary imply military application and vice-a-verses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Barges:&lt;br /&gt;
: The &#039;pack mule&#039; of the galaxy. The barge is the most common cargo transport ship in existence. Many different corporations create different configurations from hauling every day goods, to people, to extremely volatile substances. Many young adventures found themselves starting out in some capacity aboard a barge. Not the most heroic place to start out with but there is sort of a romantic underdog appeal to the barge. This is probably helped by the fact that they can be found in every corner of the galaxy making them a dime a dozen and the Hull is pretty customizable. Which attracts all sorts of different types of people. Many of a raider or pirate uses a heavily modified Barge Hull to be a weapon against other ships of its like in lawless space.&lt;br /&gt;
&lt;br /&gt;
;Battle Cruisers:&lt;br /&gt;
: A standard in most military fleets these larger, heaver counter parts to the Cruiser are powerful heavy hitting machines of death. While BattleShips dominate the heavens with impressive presence of power. The BattleCruiser is what gives a military its flexibility. Smaller and generally faster most militaries use these ships as a counter for smaller ships and a less expensive solution to dealing with small scale pirates and bandits.  &lt;br /&gt;
&lt;br /&gt;
;Battle Ships:&lt;br /&gt;
: These terrifying ships are massive war machines and are usually the backbone of militaries. These machines can be used to fight other BattleShips while also grouping up to take on larger objects. Considered necessary for any large scale conflict in space these expensive massive machines are a must have.&lt;br /&gt;
&lt;br /&gt;
;Capital:&lt;br /&gt;
: So massive they are sometimes mistaken for stations these epic craft seam to defy logic as they effortlessly float in the heavens. Any military or civilization attempting to prove itself to others may build these behemoths. Usually Capital ships are not used to fight directly in combat but as a base of operations and control. Thus some consider them nothing more the propaganda and an expensive fear machines. Most Capital ships are used as Command ships or Super Carries not for ships but for soldiers. They are excellent solution to the mass logistic problems of larger militaries. &lt;br /&gt;
&lt;br /&gt;
;Carriers:&lt;br /&gt;
: Carriers are the main ship that makes a large fleet mobile. It can also provide flexibility in combat as it can deploy an array of different types of ships and drones. Most Carriers are designed to hold and maintain smaller ships. But some are designed for troop deployment to stations and planets. There are also Super Carriers which are Capital class Carriers that are able to old larger size or simply more ships/people. In some cases doubling as a Command Ship.&lt;br /&gt;
&lt;br /&gt;
;Cruisers:&lt;br /&gt;
: A smaller light weight version of the Battle Cruiser. However the purpose is the same. They are flexible combat vessels. Common in both Military and police forces and is usually seen as the first response to aggressive outlaws. Considered by police forces as there solution to deal with the more deadly pirates, gangs, and other criminal organizations. The military however sees these as inexpensive portal/recon/scientific/experimental craft. &lt;br /&gt;
: There is also non-military applications for hulls similar to cruisers. Everything from personal transportation of a VIP to a luxury liner. The rich would much rather distance themselves from a fancy customizes barge for there travels. After all anybody can afford one of those. Demilitarized older model cruisers are often sold by militaries to other governments or people as for a verity of different reasons. And sometimes you may find that they are not so de-fanged as they are meant to be. &lt;br /&gt;
&lt;br /&gt;
;Drones:&lt;br /&gt;
: Drones come in all shapes, sizes and uses. From military to personal hobbiest these machines all have one thing in common. Some sort of A.I. and a connection to a central controller or computer system. The military has a wide range of uses from complementing a ships systems to being part of a Carrier fleet that can send swarms of drones down upon an enemy in coordinated attacks. However many people have drones for personal use. It also helps that drones with self defence A.I. is usually not illegal in most of the Ring and thus many people use them as a way to help deter outlaws.&lt;br /&gt;
&lt;br /&gt;
;Destroyers:&lt;br /&gt;
: These ships where meant to ask the question: &amp;quot;How much fire power can one medium ship truly have?&amp;quot;. While similar sizes and speeds to a Cruiser these ships are rarely seen used by anybody except the military. They are designed to back a massive bunch for there size. Made a cheap considering there fire power and have a minimalist crew. Squads of these craft are usually used to compliment attack fleets that target other Medium to Huge sized craft. These Destroyers go toe to toe with the best Battle Cruisers and Battle Ships. The idea being that the Destroyer will be specifically fitted for its target ship and if a few ships die in the process this is nothing compared to loosing a bigger ship that has more people and cost more money.&lt;br /&gt;
&lt;br /&gt;
;Dreadnoughts:&lt;br /&gt;
: Dreadnoughts have an interesting history. It is believed the precursors to the Dreadnought was a super heavy battle ship designed as a &amp;quot;Station buster&amp;quot;. Stations had ever defences and could take a long time to bring down by a fleet of Battle Ships. So to minimize the amount of forces committed to a single attack a large ship was designed. However shortly after stations just got bigger defences. In order to find a use for these super powerful focused weapons it is believed these ships where then used to hit targets on planets and moons. The terror of seeing massive scale death raining down from the sky put fear into people who named the ships Dreadnoughts. &lt;br /&gt;
: Dreadnoughts have evolved over time to include taking out of Dreadnoughts as well Carriers and Capital ships. The more powerful weaponry at the time for taking out these ships was explosive forces from Nuclear or anti-mater which made radial explosions that where discriminatory of who it effected. Dreadnoughts where the first mobile forum of focus weaponry which had the counter intuitive effect of bring these larger scale ships into every day combat. It did this because these larger ships where simply dying at larger and larger ranges where they own effectiveness was computerised but now they can be brought into the heat of battle where they would be most effect without worrying about its destruction also leading to everyone else’s destruction. &lt;br /&gt;
&lt;br /&gt;
;Fighters:&lt;br /&gt;
: Similar to combat aircraft of the modern world these machines fly through space instead of the atmosphere. Some can do both however. Although they are usually only effect in one or the other. Usually only a single pilot supported by advanced A.I. these craft carry massive punch. Similar design philosophy to that of the Destroyer Hull configuration except at a smaller scale these craft where uses almost like cannon fatter by most militaries as a way to swarm any ships and use percision targeting or advance electronics to disable and in some cases destroy the bigger target. &lt;br /&gt;
&lt;br /&gt;
;Frigates:&lt;br /&gt;
: A common craft in the Ring this space ship is normally used only for military purposes. But it is also the common police craft as well as what is normally used by VIPs transportation if they are not rich enough to afford a Cruiser. Just like the Cruisers you will find them being sold everywhere. &lt;br /&gt;
&lt;br /&gt;
;Freighters:&lt;br /&gt;
: When a Barge cannot do the trick Freighters take over. These are the industrial scale cargo transportation ships. Although some have been converted into other things such as massive travelling carnivals. Just like barges these can be converted to transport just about everything. &lt;br /&gt;
&lt;br /&gt;
;Industrial:&lt;br /&gt;
: Factory in a can. These ships of varies sizes are the backbone of non planetary or moon based industry. This usually means mining and refining of asteroids but it is not always limited to that. These are must have for new settlers to a solar system that are hopping to there new homes resources to start a new colony or terraform a planet. &lt;br /&gt;
&lt;br /&gt;
;Shuttles:&lt;br /&gt;
: Personal transport vehicles. The more versatile the more expensive. The basic kinds can only fairy from station to station. And can only accommodate say two passengers. But the more advanced you get the more people it can carry further and further distances to more and more different places. Such as planets, move around as a planet side craft, or even go under oceans.&lt;br /&gt;
&lt;br /&gt;
== OLD RULES ==&lt;br /&gt;
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.&lt;br /&gt;
STARSHIPS&lt;br /&gt;
&lt;br /&gt;
The rules for starship combat are based on the rules for character combat. Like character-scale combat, starship battles unfold on a square grid, with each starship occupying one or more squares on the grid. As with character-scale combat, starship battles play out in rounds.&lt;br /&gt;
The starship combat system presented here strikes a balance between realism and ease of play. The system can be made more realistic by adapting bits and pieces of the vehicle movement and combat rules to the 500-feet-per-square starship scale.&lt;br /&gt;
These basic starship combat rules also assume that all starships involved in the battle are crewed by nonheroic characters. What happens when heroes take the controls is discussed later.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES AND SUBTYPES&lt;br /&gt;
Every starship has a type and a subtype. A starship’s type represents its relative mass and determines its fighting space (how many 500-foot squares it occupies) on the battle grid. There are five types of starships: ultralight, light, mediumweight, heavy, and superheavy.&lt;br /&gt;
A starship’s subtype identifies the ship’s basic purpose or configuration. Starship subtypes include the following: fighter, corvette, destroyer, strike cruiser, battleship, and freighter.&lt;br /&gt;
&lt;br /&gt;
STARSHIP FIGHTING SPACE&lt;br /&gt;
Each square in starship scale measures 500 feet along a side (instead of 5 feet, as in character-scale combat). All starships, regardless of size, have a square fighting space. Some starships occupy a single 500-foot square, while others have a larger fighting space, as noted below.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square.&lt;br /&gt;
A light starship measures 251–500 feet in length. It has a 500-foot-by-500-foot fighting space and occupies a single 500-foot square.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet in length. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares).&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500-foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
A superheavy starship is 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMBAT SEQUENCE&lt;br /&gt;
Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.&lt;br /&gt;
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.&lt;br /&gt;
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.&lt;br /&gt;
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.&lt;br /&gt;
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.&lt;br /&gt;
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.&lt;br /&gt;
&lt;br /&gt;
COMBAT STATISTICS&lt;br /&gt;
Several fundamental statistics determine how well a starship performs in combat. This section summarizes these vital statistics, and the following sections detail how to use them.&lt;br /&gt;
&lt;br /&gt;
ATTACK ROLL&lt;br /&gt;
An attack roll represents one starship’s attempt to strike another on its turn in a round. Most starships are armed with ranged weapons aimed by gunners.&lt;br /&gt;
When a starship makes an attack roll, roll 1d20 and add the appropriate modifiers (described below). If the result equals or beats the target’s Defense, the attack hits and deals damage. A starship’s attack roll is:&lt;br /&gt;
1d20 + gunner’s ranged attack bonus + range penalty + starship’s size modifier + targeting system’s equipment bonus&lt;br /&gt;
&lt;br /&gt;
Gunner’s Ranged Attack Bonus: Unless noted otherwise, all starship gunners are assumed to have the Starship Gunnery feat. Without this feat, a starship gunner takes a –4 nonproficient penalty on attack rolls with starship weapons.&lt;br /&gt;
For simplicity, all gunners aboard a starship have identical ranged attack bonuses.&lt;br /&gt;
Range Penalty: The range penalty for a ranged weapon depends on what weapon the starship is using and the distance to the target. All ranged weapons have a range increment, as noted in Table: Starship Weapons.&lt;br /&gt;
As with character weapons, any attack from a distance of less than one range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.&lt;br /&gt;
A beam weapon has a maximum range of 10 increments. A projectile weapon has an unlimited range, since projectiles don’t lose inertia in space.&lt;br /&gt;
Starship’s Size Modifier: Starships are Huge, Gargantuan, or Colossal in size. Table: Starship Sizes notes the size modifiers for ships of different sizes.&lt;br /&gt;
Targeting System’s Equipment Bonus: Most starships have computerized targeting systems to help gunners train weapons on targets. A standard targeting system provides an equipment bonus on the gunner’s attack roll depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. Improved targeting systems (see Starship Sensors) grant higher bonuses. Table: Starship Sizes summarizes the targeting system equipment bonuses for ships of different sizes.&lt;br /&gt;
Automatic Misses and Hits: As in character combat, a natural 1 on the attack roll is always a miss. A natural 20 is always a hit. A natural 20 also always threatens a critical hit (see Critical Hits, below).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Sizes&lt;br /&gt;
Starship Size &lt;br /&gt;
Starship’s Size Modifier1&lt;br /&gt;
Targeting System’s Equipment Bonus2&lt;br /&gt;
Autopilot System’s Equipment Bonus3&lt;br /&gt;
Starship’s Length&lt;br /&gt;
Starship’s Weight&lt;br /&gt;
Colossal &lt;br /&gt;
–8&lt;br /&gt;
+3&lt;br /&gt;
+3&lt;br /&gt;
64 ft. or more&lt;br /&gt;
250,000 lb. or more&lt;br /&gt;
Gargantuan &lt;br /&gt;
–4&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
32–64 ft.&lt;br /&gt;
32,000–250,000 lb.&lt;br /&gt;
Huge &lt;br /&gt;
–2&lt;br /&gt;
+1&lt;br /&gt;
+1&lt;br /&gt;
Less than 32 ft. 4&lt;br /&gt;
,000–32,000 lb.&lt;br /&gt;
1 A starship applies its size modifier on all attack rolls and to its Defense.&lt;br /&gt;
2 A starship applies its targeting system’s equipment bonus on all attack rolls.&lt;br /&gt;
3 A starship on autopilot applies its autopilot system’s equipment bonus to its Defense.&lt;br /&gt;
&lt;br /&gt;
DEFENSE&lt;br /&gt;
A starship’s Defense represents how difficult it is to hit in combat. It’s the attack roll result that an enemy ship needs to achieve a hit. In general, starships are easy to hit, which is why they rely on armor to absorb damage (see Starship Armor, below).&lt;br /&gt;
A starship’s Defense is partly determined by the skill of the pilot or the quality of its automatic pilot system.&lt;br /&gt;
PILOTED SHIPS&lt;br /&gt;
A starship with a living pilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + pilot’s class bonus to Defense + pilot’s Dexterity modifier&lt;br /&gt;
Starship’s Size Modifier: The bigger a starship is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Pilot’s Class Bonus to Defense: The pilot imparts her class bonus to Defense to the ship’s Defense. This bonus applies even if the starship is flat-footed or otherwise denied the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
All starship pilots are assumed to have the appropriate Starship Operation feat. Consequently, they apply their full class bonus to Defense (instead of one-half the modifier) to a starship’s Defense.&lt;br /&gt;
Pilot’s Dexterity Modifier: In any given round, a pilot may choose to transfer her full Dexterity bonus to the starship’s Defense. However, doing so forces the pilot to focus entirely on flying the ship, and consequently the pilot loses the Dexterity bonus to her own Defense for the round.&lt;br /&gt;
A pilot cannot apply her Dexterity bonus to a starship’s Defense if she or the starship is flat-footed.&lt;br /&gt;
AUTOPILOTED SHIPS&lt;br /&gt;
Every starship comes equipped with a basic autopilot system that enables it to dodge enemy fire without need for a pilot. A starship on autopilot has a Defense equal to:&lt;br /&gt;
10 + starship’s size modifier + autopilot system’s equipment bonus&lt;br /&gt;
Starship’s Size Modifier: Size modifiers are shown on Table: Starship Sizes.&lt;br /&gt;
Autopilot System’s Equipment Bonus: An autopilot system provides an equipment bonus to Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3. A ship equipped with an improved autopilot system (see Starship Defense Systems) gains a higher bonus.&lt;br /&gt;
&lt;br /&gt;
CREW&lt;br /&gt;
The quality of the crew determines how well a starship performs in and out of combat. Unless otherwise noted, every starship has a trained crew of nonheroic characters. However, situations could arise where a starship must rely on an untrained crew. Conversely, expert crews and ace crews are also available—for the right price. Table: Crew Quality compares four different qualities of crew: untrained, trained, expert, and ace.&lt;br /&gt;
Skill Check Modifier: Apply this modifier to all skill checks made by crew.&lt;br /&gt;
Pilot’s Dexterity Modifier: A pilot’s Dexterity modifier applies to the starship’s initiative rolls and the starship’s Defense.&lt;br /&gt;
Pilot’s Class Bonus to Defense: A pilot’s class bonus to Defense applies to the starship’s Defense and to opposed grapple checks.&lt;br /&gt;
Gunner’s Attack Bonus: A gunner’s attack bonus applies to all ranged attacks made by the ship.&lt;br /&gt;
Modifier to Starship’s Base Purchase DC: The amount by which the crew increases the base purchase DC of the ship. (This modifier is already factored in to the base purchase DCs of the ships presented below.)&lt;br /&gt;
&lt;br /&gt;
Table: Crew Quality&lt;br /&gt;
Crew Quality &lt;br /&gt;
Skill Check Modifier1 &lt;br /&gt;
Pilot’s Class Bonus to Defense &lt;br /&gt;
Pilot’s Dexterity Modifier &lt;br /&gt;
Gunner’s Modifier to Attack Bonus &lt;br /&gt;
Starship’s Base Purchase DC&lt;br /&gt;
Untrained&lt;br /&gt;
+0&lt;br /&gt;
+1&lt;br /&gt;
+0&lt;br /&gt;
–4&lt;br /&gt;
–4&lt;br /&gt;
Trained&lt;br /&gt;
+4&lt;br /&gt;
+3&lt;br /&gt;
+2&lt;br /&gt;
+2&lt;br /&gt;
0&lt;br /&gt;
Expert&lt;br /&gt;
+8&lt;br /&gt;
+5&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
+4&lt;br /&gt;
Ace&lt;br /&gt;
+12&lt;br /&gt;
+7&lt;br /&gt;
+6&lt;br /&gt;
+8/+3&lt;br /&gt;
+8&lt;br /&gt;
1 This includes Pilot checks.&lt;br /&gt;
&lt;br /&gt;
CREW IMPROVEMENT&lt;br /&gt;
To improve in quality, a starship’s crew of nonheroic characters must “put in the hours” and gain combat experience. Table: Crew Improvement shows the length of the crew’s tour of duty and the number of ship-to-ship battles the crew must survive to be considered of a particular quality. A crew cannot be elevated to a higher quality until it meets the minimum required time spent serving aboard the ship and the minimum amount of ship-to-ship combat experience.&lt;br /&gt;
&lt;br /&gt;
Table: Crew Improvement&lt;br /&gt;
Crew Quality &lt;br /&gt;
Length of Tour of Duty &lt;br /&gt;
Starship Battles Survived&lt;br /&gt;
Untrained &lt;br /&gt;
0–5 months &lt;br /&gt;
0&lt;br /&gt;
Trained &lt;br /&gt;
6–11 months &lt;br /&gt;
0–3&lt;br /&gt;
Expert &lt;br /&gt;
12–35 months &lt;br /&gt;
4–11&lt;br /&gt;
Ace &lt;br /&gt;
3 years or more &lt;br /&gt;
12+&lt;br /&gt;
&lt;br /&gt;
DAMAGE&lt;br /&gt;
When a starship hits with a weapon, it deals damage according to the type of weapon (see Table: Starship Weapons). Damage is deducted from the target’s current hit points. If a starship’s hit points are reduced to 0 or fewer, the ship is in bad shape (see Hit Points, below).&lt;br /&gt;
MULTIPLYING DAMAGE&lt;br /&gt;
Sometimes a starship weapon multiplies damage by some factor, such as when it scores a critical hit. Just as in character combat, you can either roll the damage (with all modifiers) multiple times and total the results, or roll the damage once and multiply the result by the given multiplier.&lt;br /&gt;
Bonus damage represented as extra dice, such as from the Engineer’s weapon upgrade class ability, is an exception. Do not multiply bonus damage dice when a starship scores a critical hit.&lt;br /&gt;
CRITICAL HITS&lt;br /&gt;
Critical hits by starships work just like critical hits by characters. When a starship makes an attack roll and gets a natural 20, the starship hits regardless of the target’s Defense, and it has scored a threat of a critical hit. To find out whether it is actually a critical hit, the starship immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. If the second roll also results in a hit against the target’s Defense, the starship’s attack is a critical hit.&lt;br /&gt;
For a more colorful application of the critical hit system, see Optional Critical Hit Results, below.&lt;br /&gt;
&lt;br /&gt;
OPTIONAL CRITICAL HIT RESULTS&lt;br /&gt;
A critical hit with a starship weapon normally multiplies the weapon’s damage. The GM may opt to use a randomized critical hit resolution system instead: Whenever a critical hit is scored, the attacker rolls percentile dice and consults Table: Optional Critical Hit Results to determine the effects of the critical hit on the target.&lt;br /&gt;
&lt;br /&gt;
Table: Optional Critical Hit Results&lt;br /&gt;
d% Roll&lt;br /&gt;
Effect(s)&lt;br /&gt;
01–35&lt;br /&gt;
Normal critical hit&lt;br /&gt;
36–50&lt;br /&gt;
Normal critical hit, crew casualties&lt;br /&gt;
51–55&lt;br /&gt;
Severe critical hit, artificial gravity disabled&lt;br /&gt;
56–60&lt;br /&gt;
Severe critical hit, crew casualties&lt;br /&gt;
61–65&lt;br /&gt;
Damaged system: comm system&lt;br /&gt;
66–70&lt;br /&gt;
Damaged system: defense system&lt;br /&gt;
71–75&lt;br /&gt;
Damaged system: engines&lt;br /&gt;
76–80&lt;br /&gt;
Damaged system: sensors&lt;br /&gt;
81–85&lt;br /&gt;
Damaged system: targeting system&lt;br /&gt;
86–90&lt;br /&gt;
Damaged system: weapon&lt;br /&gt;
91–95&lt;br /&gt;
Destroyed defensive system&lt;br /&gt;
96–100&lt;br /&gt;
Destroyed weapon&lt;br /&gt;
Normal Critical Hit: Roll critical hit damage normally.&lt;br /&gt;
Crew Casualties: A number of crewmembers and passengers are killed (this effect applies only if the ship isn’t destroyed). Roll 1d10 to determine the number of crew fatalities and, if the ship carries passengers, 1d10 to determine the number of passenger casualties. Only supporting GM characters are affected.&lt;br /&gt;
A starship with less than one-half of its normal crew complement takes a –2 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with less than one-quarter of its normal crew complement takes a –4 penalty on all attack rolls and checks.&lt;br /&gt;
A starship with no crew flies on autopilot and cannot attack. If a crewless ship doesn’t have a functional autopilot system, it is immobile. If this result is rolled again and the ship has no living crew or passengers, ignore this result and reroll.&lt;br /&gt;
Severe Critical Hit: Roll critical hit damage using a ×10 multiplier instead of the weapon’s normal multiplier. In addition, the ship and its crew are shaken for 1 round.&lt;br /&gt;
Artificial Gravity Disabled: The starship’s artificial gravity is disabled for 1d10 rounds. During this time, an untrained crew takes a –4 penalty on all attack rolls and skill checks while coping with the zero-gravity conditions. Trained, expert, or ace crews take no penalties, as they are assumed to have the Zero-G Training feat. Ignore this result if it comes up again while the artificial gravity system is disabled.&lt;br /&gt;
Damaged System: A damaged system remains inoperable until it is repaired, which requires 10 hours of work and a successful Repair check (DC 30). A starship’s engineer (or engineering team) can perform jury-rig repairs on the system as a full-round action with a successful Repair check (DC 25), but the repairs last only until the end of the battle (or until the system is disabled again). During that round of jury-rigged repairs, the starship can continue to take actions.&lt;br /&gt;
Comm System: One communications system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged comm systems, ignore this result and reroll.&lt;br /&gt;
Defense System: One defense system of the attacker’s choice is disabled. If this result is rolled again and the ship has no undamaged defense systems, ignore this result and reroll.&lt;br /&gt;
Engines: The starship’s tactical speed decreases by 1,000 feet until the engines are repaired. If this result is rolled again, the effect is cumulative. If the ship’s tactical speed has already been reduced to 0 feet due to engine damage, ignore this result and reroll.&lt;br /&gt;
Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.&lt;br /&gt;
Targeting System: The starship’s targeting system ceases to function. The starship loses the targeting system’s equipment bonus on attack rolls until the system is repaired. Reroll if this result comes up again.&lt;br /&gt;
Weapon: One of the starship’s beam weapons, projectile weapons, or missile launchers (attacker’s choice) ceases to function. The weapon remains inoperable until it is repaired. If this result is rolled again and the ship has no functional weapons, ignore this result and reroll.&lt;br /&gt;
Destroyed Defensive System: One of the starship’s defensive systems (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no defensive systems, ignore this result and reroll.&lt;br /&gt;
Destroyed Weapon: One of the starship’s weapons (determined by the attacker) is destroyed. It cannot be repaired and must be replaced. If this result is rolled again and the ship has no weapons, ignore this result and reroll.&lt;br /&gt;
If the destroyed weapon was fire-linked, the other weapons to which it was linked continue to function normally. If the destroyed weapon was part of a weapon battery, the remaining weapons in the battery continue to function normally.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
Starship armor is designed to absorb damage rather than make a starship harder to hit. Consequently, a starship’s armor plating provides hardness instead of an equipment bonus to Defense.&lt;br /&gt;
Subtract a starship’s hardness from the damage each time it takes a hit. If a ship’s hardness is greater than the amount of damage dealt by the attack, the starship takes no damage. &lt;br /&gt;
See Starship Armor for the various types of armor available at different Progress Levels, as well as the hardness of each type.&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. A ship with an improved or advanced damage control system regains even more hit points (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
&lt;br /&gt;
HIT POINTS&lt;br /&gt;
A starship’s hit points represent how much punishment it can take before being disabled or destroyed. A starship’s hit points are based on its type and subtype.&lt;br /&gt;
A ship’s hit points decrease when it takes damage. Damage doesn’t have any impact on a ship’s combat ability until its current hit points reach 0 or lower.&lt;br /&gt;
At 0 hit points, a ship is disabled.&lt;br /&gt;
At negative hit points, a ship begins breaking apart.&lt;br /&gt;
When its hit points drop to a certain negative hit point total, the ship is destroyed. The point at which a ship is destroyed varies depending on its type, as shown in Table: Destruction Threshold.&lt;br /&gt;
&lt;br /&gt;
Table: Destruction Threshold&lt;br /&gt;
Ship Type&lt;br /&gt;
Destroyed At&lt;br /&gt;
Ultralight &lt;br /&gt;
–20 hp&lt;br /&gt;
Light &lt;br /&gt;
–40 hp&lt;br /&gt;
Mediumweight &lt;br /&gt;
–60 hp&lt;br /&gt;
Heavy &lt;br /&gt;
–80 hp&lt;br /&gt;
Superheavy &lt;br /&gt;
–100 hp&lt;br /&gt;
&lt;br /&gt;
DISABLED (0 HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop to exactly 0, it’s disabled. The ship can only take a single move or attack action each turn (not both); it cannot jump to cruising speed or take any other full-round actions. If it attacks, attempts to escape at cruising speed, or performs any other action that would strain its systems, it takes 1 point of damage after the completing the act. Unless the activity increases the starship’s current hit points, it drops to –1 hit point and begins breaking apart (see Breaking Apart, below).&lt;br /&gt;
A disabled starship is considered helpless. It has a Defense of 5 + its size modifier.&lt;br /&gt;
Repairs that raise a starship above 0 hit points make it fully functional again, just as if it had never been reduced to 0 or lower.&lt;br /&gt;
BREAKING APART (NEGATIVE HIT POINTS)&lt;br /&gt;
When a starship’s current hit points drop below 0, the starship begins to break apart. At this point, the ship is immobile, helpless, and beyond repair. Any attempt to repair it automatically fails. As a ship breaks apart, its crew can evacuate (see Starship Evacuation, below).&lt;br /&gt;
A ship that is breaking apart can take no actions and loses 1 hit point every round. This continues until the ship is destroyed.&lt;br /&gt;
DESTROYED&lt;br /&gt;
When a starship’s current hit points reaches its destruction threshold (as shown above), it explodes. Any crewmembers still aboard the ship at this time take 20d6 points of damage (no save) and are jettisoned into the void of space.&lt;br /&gt;
&lt;br /&gt;
STARSHIP EVACUATION&lt;br /&gt;
Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or launches to accommodate its normal crew complement and passenger manifest.&lt;br /&gt;
A ship’s crew and passengers can evacuate any time before the ship is destroyed (see above). Table: Evacuation Times shows the time required for crews to evacuate, based on the ship’s type. While the crew is evacuating, the starship either flies on autopilot (if it has 1 hp or more remaining) or is stopped dead in space (if it has been disabled or is breaking apart).&lt;br /&gt;
Use the statistics for a launch (see below) to represent a typical evacuation pod.&lt;br /&gt;
&lt;br /&gt;
Table: Evacuation Times&lt;br /&gt;
Ship Type&lt;br /&gt;
Untrained Crew Evacuation Time&lt;br /&gt;
Trained Crew Evacuation Time1&lt;br /&gt;
Ultralight &lt;br /&gt;
1d3 rounds&lt;br /&gt;
Move action&lt;br /&gt;
Light &lt;br /&gt;
1d6 rounds&lt;br /&gt;
Full-round action&lt;br /&gt;
Mediumweight &lt;br /&gt;
2d6 rounds&lt;br /&gt;
1d4 rounds&lt;br /&gt;
Heavy &lt;br /&gt;
3d6 rounds&lt;br /&gt;
2d4 rounds&lt;br /&gt;
Superheavy &lt;br /&gt;
4d6 rounds&lt;br /&gt;
3d4 rounds&lt;br /&gt;
1 Includes expert and ace crews.&lt;br /&gt;
&lt;br /&gt;
STARSHIP CONDITION SUMMARY&lt;br /&gt;
A number of adverse conditions can affect the way a starship or its crew operates, as defined here. If more than one condition affects a starship, apply both if possible. If not possible, apply only the most severe condition.&lt;br /&gt;
Blinded: The starship’s sensors are inoperable. All targets have the equivalent of total concealment (50% miss chance).&lt;br /&gt;
Breaking Apart: The starship is at negative hit points. It can take no actions, cannot be repaired, and loses 1 hit point each round until it is destroyed.&lt;br /&gt;
Dazed: The starship, its crew, and its passengers can take no actions, but they take no penalty to Defense. A dazed condition usually lasts 1 round.&lt;br /&gt;
Destroyed: The ship is destroyed and cannot be repaired. Crewmembers aboard the destroyed ship take 20d6 points of damage and are ejected into space.&lt;br /&gt;
Entangled: An entangled starship takes a –2 penalty on attack rolls in addition to a –2 penalty to Defense. If the ship is physically anchored to a larger object (such as an asteroid), the entangled ship can’t move. Otherwise, it can move at half tactical speed, but can’t surge forward.&lt;br /&gt;
Flat-Footed: A starship that has not yet acted during a combat is flat-footed. A flat-footed starship cannot apply its pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Grappled: When grappled, a starship can’t move. It can attack, attempt to break free from its opponent, or perform other actions. It can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Helpless: A starship that is reduced to negative hit points is helpless. A helpless starship has an effective Defense of 5 + its size modifier.&lt;br /&gt;
Immobilized: An immobilized starship is held immobile (but is not helpless), usually in a grapple. It takes a –4 penalty to its Defense and can’t apply the pilot’s Dexterity bonus to its Defense.&lt;br /&gt;
Shaken: All passengers and crewmembers (pilots and gunners included) take a –2 penalty on attack rolls, saving throws, and skill checks. &lt;br /&gt;
Stunned: All passengers and crewmembers lose their Dexterity bonus, drop what they are holding, and can take no attack or move actions. In addition, they take a –2 penalty to Defense. The starship’s autopilot system kicks in until the pilot regains her senses.&lt;br /&gt;
&lt;br /&gt;
SPEED&lt;br /&gt;
Starships have two basic speeds: tactical speed and cruising speed.&lt;br /&gt;
TACTICAL SPEED&lt;br /&gt;
Tactical speed only comes into play when two or more starships engage in battle or otherwise interact with each other. A ship’s tactical speed is measured in 500-foot squares and tells how far a starship can move in a move action. A starship’s tactical speed depends on the type of ship and the type of engines (see Starship Engines). Certain types of armor can reduce a starship’s tactical speed (see Starship Armor).&lt;br /&gt;
A starship normally moves as a move action, leaving an attack action to attack. It can, however, use its attack action as a second move action (see Starship Actions, below). This could let the ship move again, for a total movement of up to double its normal tactical speed. Another option is to surge forward (a full-round action). This lets the ship move up to four times its normal speed, but it can only surge forward in a straight line, and doing so affects its Defense (see Surge Forward).&lt;br /&gt;
CRUISING SPEED&lt;br /&gt;
Cruising speed determines how quickly a ship moves across vast distances, such as between planets or star systems. A ship’s cruising speed depends on the type of ship and its engines (see Starship Engines).&lt;br /&gt;
A ship can enter or leave a battle at cruising speed, but once it enters battle, it automatically drops to tactical speed. Cruising speed does not come into play during starship battles or in any other situation where two or more starships interact.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE&lt;br /&gt;
Every round, each starship gets to do something. The starships’ initiative checks, from highest to lowest, determine the order in which they act.&lt;br /&gt;
&lt;br /&gt;
INITIATIVE CHECKS&lt;br /&gt;
At the start of a battle, each starship makes a single initiative check. An initiative check is a Dexterity check that uses the starship pilot’s Dexterity modifier. (A ship without a pilot has an initiative check modifier of +0.) A pilot with the Improved Initiative feat gets a +4 bonus on the check.&lt;br /&gt;
The GM determines what order starships are acting in, counting down from highest initiative result to lowest, and each starship acts in turn. On all following rounds, the starships act in the same order (unless a starship takes an action that changes its initiative; see Special Initiative Actions). If two or more starships have the same initiative check result, the starships that are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative feat bonus, if applicable). If there is still a tie, roll a die.&lt;br /&gt;
Flat-Footed Starships: At the start of a battle, before a starship has had a chance to act (specifically, before its first turn in the initiative order), it is flat-footed. It can’t apply the pilot’s Dexterity bonus to Defense while flat-footed.&lt;br /&gt;
&lt;br /&gt;
JOINING A BATTLE&lt;br /&gt;
If starships enter a battle after it has begun, they roll initiative at that time and act whenever their turn comes up in the existing order.&lt;br /&gt;
&lt;br /&gt;
SURPRISE&lt;br /&gt;
At the start of combat, a starship is surprised if it was not aware of its enemies and they were aware of it. Likewise, a starship can surprise its enemies if it knows about them before they’re aware of it.&lt;br /&gt;
DETERMINING AWARENESS&lt;br /&gt;
The GM determines which starships are aware of which others at the start of any battle. The GM may call for Computer Use checks to operate shipboard sensors (see the expanded Computer Use skill description), Spot checks, or other checks to determine whether one ship detects another.&lt;br /&gt;
A starship makes only one roll or check against surprise, regardless of its crew complement.&lt;br /&gt;
THE SURPRISE ROUND&lt;br /&gt;
If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of their enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their opponents each take either an attack action or move action during the surprise round (see Action Types, below). If no starship or all starships are surprised, a surprise round does not occur.&lt;br /&gt;
UNAWARE STARSHIPS&lt;br /&gt;
Starships that are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet. A flat-footed starship loses its pilot’s Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ACTIONS&lt;br /&gt;
The fundamental actions of moving and attacking cover most of what a starship wants to do in a battle. They’re described here. Other, more specialized options are touched on in Table: Starship Actions, and covered later in Special Initiative Actions.&lt;br /&gt;
A starship gets two move actions and one attack action each round. It can take two move actions followed by an attack action, an attack action followed by two move actions, or an attack action sandwiched between two move actions. A ship may choose to not take an attack action on its turn, but it gets only two move actions regardless. It can also forgo all of the above combinations and take a single full-round action. All of these options are discussed below, under Action Types.&lt;br /&gt;
A starship’s choices of actions can be summarized as follows.&lt;br /&gt;
Attack action → move action → move action, or&lt;br /&gt;
Move action → attack action → move action, or&lt;br /&gt;
Move action → move action → attack action, or&lt;br /&gt;
Full-round action&lt;br /&gt;
&lt;br /&gt;
THE COMBAT ROUND&lt;br /&gt;
As with character-scale combat, each round of starship combat represents about 6 seconds in the game world.&lt;br /&gt;
Each round’s activity begins with the starship with the highest initiative result and then proceeds, in order, from there.&lt;br /&gt;
Each round of a combat uses the same initiative order. When a starship’s turn comes up in the initiative sequence, that ship performs its entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)&lt;br /&gt;
&lt;br /&gt;
ACTION TYPES&lt;br /&gt;
As in character combat, starships may make attack actions, full-round actions, move actions, and free actions. In a normal round, a starship can perform an attack action and two move actions (in any order), two move actions, or a single full-round action. It can also perform as many free actions as the GM allows.&lt;br /&gt;
In some situations (such as in the surprise round), a starship may be limited to taking only a single attack or move action.&lt;br /&gt;
ATTACK ACTION&lt;br /&gt;
An attack action allows a starship to make an attack or perform other similar actions.&lt;br /&gt;
MOVE ACTION&lt;br /&gt;
A move action allows a starship to move its tactical speed or perform some other action that takes a similar amount of time.&lt;br /&gt;
If a starship moves no actual distance in a round, it can take one 500-foot shift before, during, or after the action. The ship cannot take a 500-foot shift if it used one or both of its move actions to move.&lt;br /&gt;
FULL-ROUND ACTION&lt;br /&gt;
A full-round action consumes all of a starship’s time during a round. The only movement it can take during a full-round action is a 500-foot shift before, during, or after the action. Some full-round actions do not allow you to take a 500-foot shift. A starship can also perform free actions (see below).&lt;br /&gt;
FREE ACTION&lt;br /&gt;
Free actions consume a very small amount of time and effort, and over the span of the round, their impact is so minor that they are considered free. However, the GM puts reasonable limits on what a ship can really do for free.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Actions&lt;br /&gt;
Attack Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Aid another &lt;br /&gt;
No&lt;br /&gt;
Attack (ranged) &lt;br /&gt;
No&lt;br /&gt;
Attack an object &lt;br /&gt;
No&lt;br /&gt;
Escape a grappling ship &lt;br /&gt;
No&lt;br /&gt;
Feint (see Bluff skill)&lt;br /&gt;
No&lt;br /&gt;
Grapple another ship1&lt;br /&gt;
Yes&lt;br /&gt;
Total defense &lt;br /&gt;
No&lt;br /&gt;
Move Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Damage control &lt;br /&gt;
No&lt;br /&gt;
Move at tactical speed &lt;br /&gt;
No&lt;br /&gt;
Operate sensors &lt;br /&gt;
No&lt;br /&gt;
Ram3 &lt;br /&gt;
Yes&lt;br /&gt;
Sending/jamming a transmission &lt;br /&gt;
No&lt;br /&gt;
Start/complete a full-round action &lt;br /&gt;
Varies&lt;br /&gt;
Full-Round Actions&lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Jump to cruising speed &lt;br /&gt;
Yes&lt;br /&gt;
Surge forward &lt;br /&gt;
Yes&lt;br /&gt;
Withdraw&lt;br /&gt;
No&lt;br /&gt;
Free Actions &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
Communicate via comm system &lt;br /&gt;
No&lt;br /&gt;
Turn &lt;br /&gt;
No&lt;br /&gt;
Special Initiative &lt;br /&gt;
Actions Attack of Opportunity?2&lt;br /&gt;
Delay&lt;br /&gt;
No&lt;br /&gt;
Ready&lt;br /&gt;
No&lt;br /&gt;
No Action &lt;br /&gt;
Attack of Opportunity?2&lt;br /&gt;
500-foot shift &lt;br /&gt;
No&lt;br /&gt;
Avoid hazard &lt;br /&gt;
No&lt;br /&gt;
1 Technically, a grapple constitutes a single melee attack, not an action. A grapple can be made once in an attack action or as an attack of opportunity.&lt;br /&gt;
2 Only starships armed with point-defense systems can make attacks of opportunity.&lt;br /&gt;
3 Ramming is considered part of a move action.&lt;br /&gt;
&lt;br /&gt;
ATTACK ACTIONS&lt;br /&gt;
Most common attack actions are described below.&lt;br /&gt;
ATTACK (RANGED)&lt;br /&gt;
As a single attack action, a starship can fire one or more of its ranged weapons at any target or targets within range and within line of sight. A target is in line of sight if there are no solid obstructions between the attacking starship and the target. The maximum range for a beam weapon is 10 range increments. Weapons that fire projectiles have an unlimited range in space.&lt;br /&gt;
If firing several weapons, a starship does not need to specify the targets of all of its attacks ahead of time. It can see how the earlier attacks turn out before assigning the later ones.&lt;br /&gt;
If a starship fires a ranged weapon at a target that occupies a square adjacent to an ally, it takes a –4 penalty on its attack roll because the gunner must aim carefully to avoid hitting the ally.&lt;br /&gt;
Attacks of Opportunity: A starship can fire its ranged weapons without provoking attacks of opportunity from enemy ships.&lt;br /&gt;
ATTACK AN OBJECT&lt;br /&gt;
Attacking objects follows the same rules for starships as for characters. Table: Space Objects lists the Defense, hardness, and hit points of objects commonly encountered in space and on the cosmic battlefield. Colossal objects occupy four 500-foot squares (a 1,000-footby- 1,000-foot fighting space). All other objects occupy a single 500-foot square.&lt;br /&gt;
&lt;br /&gt;
Table: Space Objects&lt;br /&gt;
Object &lt;br /&gt;
Defense&lt;br /&gt;
Hardness&lt;br /&gt;
Hit Points&lt;br /&gt;
Asteroid, Colossal&lt;br /&gt;
–3&lt;br /&gt;
8&lt;br /&gt;
36,000&lt;br /&gt;
Asteroid, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
8&lt;br /&gt;
9,000&lt;br /&gt;
Asteroid, Huge&lt;br /&gt;
3&lt;br /&gt;
8&lt;br /&gt;
4,500&lt;br /&gt;
Asteroid, Large&lt;br /&gt;
4&lt;br /&gt;
8&lt;br /&gt;
1,125&lt;br /&gt;
Debris cloud, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
1,600&lt;br /&gt;
Debris cloud, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
400&lt;br /&gt;
Iceball, Colossal&lt;br /&gt;
–3&lt;br /&gt;
0&lt;br /&gt;
7,200&lt;br /&gt;
Iceball, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
0&lt;br /&gt;
1,800&lt;br /&gt;
Iceball, Huge&lt;br /&gt;
3&lt;br /&gt;
0&lt;br /&gt;
900&lt;br /&gt;
Iceball, Large&lt;br /&gt;
4&lt;br /&gt;
0&lt;br /&gt;
225&lt;br /&gt;
Mine (Medium-size)&lt;br /&gt;
5&lt;br /&gt;
10&lt;br /&gt;
50&lt;br /&gt;
Space hulk, Colossal&lt;br /&gt;
–3&lt;br /&gt;
10&lt;br /&gt;
3,600&lt;br /&gt;
Space hulk, Gargantuan&lt;br /&gt;
1&lt;br /&gt;
10&lt;br /&gt;
900&lt;br /&gt;
Space hulk, Huge&lt;br /&gt;
3&lt;br /&gt;
10&lt;br /&gt;
450&lt;br /&gt;
&lt;br /&gt;
GRAPPLE ANOTHER SHIP&lt;br /&gt;
For rules on using grapplers and tractor beams to hold and immobilize starships, see Grappling Systems.&lt;br /&gt;
ESCAPE A GRAPPLING SHIP&lt;br /&gt;
Grappler arms and tractor beams allow starships to hold and immobilize one other. See Grappling Systems for rules on escaping grapplers and tractor beams.&lt;br /&gt;
AID ANOTHER&lt;br /&gt;
A starship can help an ally attack or defend by distracting or interfering with an enemy in weapon range. The aiding starship makes an attack roll against Defense 10. If the attack roll succeeds, the starship doesn’t actually damage the enemy ship—but its ally gains either a +2 circumstance bonus on attack rolls against that opponent or a +2 circumstance bonus to Defense against that opponent (your choice) on its next turn.&lt;br /&gt;
FEINT&lt;br /&gt;
See the expanded Bluff skill description for details.&lt;br /&gt;
TOTAL DEFENSE&lt;br /&gt;
Instead of attacking, a ship can use its attack action to defend itself by performing complex evasive maneuvers. This is called a total defense action. A ship that uses the total defense action doesn’t get to attack, but it gains a +4 dodge bonus to its Defense for 1 round. The ship’s Defense improves at the start of this action, so it helps against any attacks of opportunity the ship is subject to during its move action.&lt;br /&gt;
Fighting Defensively: Instead of diverting all of its attention to defending itself, a starship can choose to fight defensively while taking a regular attack action. If it does so, it takes a –4 penalty on its attacks in a round to gain a +2 dodge bonus to Defense during the same round.&lt;br /&gt;
&lt;br /&gt;
MOVE ACTIONS&lt;br /&gt;
Unless otherwise noted, move actions don’t require a Pilot check to perform.&lt;br /&gt;
MOVE AT TACTICAL SPEED&lt;br /&gt;
A starship can move its tactical speed as a move action. If it takes this kind of move action during its turn, it cannot also take a 500- foot shift.&lt;br /&gt;
Attacks of Opportunity: Moving through a threatened square provokes an attack of opportunity if the enemy ship has a point defense system (see Starship Defense Systems).&lt;br /&gt;
DAMAGE CONTROL&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action (see Starship Defense Systems).&lt;br /&gt;
Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
OPERATE SENSORS&lt;br /&gt;
See the expanded Computer Use skill description and Starship Sensors for details.&lt;br /&gt;
RAM&lt;br /&gt;
Ramming is considered part of a move action. A pilot can use her starship to ram an object, including another starship. First, the pilot must enter the target’s square or fighting space and declare her attempt to ram the target. If the target has point-defense systems, it can make an attack of opportunity against the ramming starship. Second, the pilot must make a Pilot check (DC = 5 + the target’s Defense). If the Pilot check fails, the ship misses the target and may finish its move. If the check succeeds, the starship collides with the intended target, dealing damage both to itself and the target (reduced by hardness, if applicable).&lt;br /&gt;
A pilot cannot ram the same ship or object more than once during a given round. However, a pilot that fails to ram a target may attempt to ram a different target if her starship has sufficient movement left to reach the new target.&lt;br /&gt;
Table: Collision Damage shows the amount of damage dealt to both colliding forces, based on the size of the smaller of the two colliding objects.&lt;br /&gt;
&lt;br /&gt;
Table: Collision Damage&lt;br /&gt;
Size of Smaller Ship or Object &lt;br /&gt;
Collision Damage1&lt;br /&gt;
Colossal &lt;br /&gt;
12d6×10&lt;br /&gt;
Gargantuan &lt;br /&gt;
6d6×10&lt;br /&gt;
Huge &lt;br /&gt;
3d6×10&lt;br /&gt;
Large &lt;br /&gt;
1d6×10&lt;br /&gt;
Medium-size or smaller &lt;br /&gt;
—&lt;br /&gt;
1 Damage is applied to the ramming starship and its target.&lt;br /&gt;
&lt;br /&gt;
SENDING/JAMMING A TRANSMISSION&lt;br /&gt;
See the expanded Computer Use skill description for details.&lt;br /&gt;
START/COMPLETE FULL-ROUND ACTION&lt;br /&gt;
The “start/complete full-round action” move action lets a starship begin undertaking a full-round action (such as those listed on Table: Starship Actions) at the end of its turn, or complete a full-round action by using a move action at the beginning of its turn in the round following the round when it started the full-round action. If a starship starts a full-round action at the end of its turn, the next action it takes must be to complete the full-round action—it can’t take another type of action before finishing what it started.&lt;br /&gt;
&lt;br /&gt;
FULL-ROUND ACTIONS&lt;br /&gt;
A full-round action requires an entire round to complete. If it doesn’t involve moving any distance, a starship can combine it with a 500-foot shift.&lt;br /&gt;
JUMP TO CRUISING SPEED&lt;br /&gt;
As a full-round action, a starship can leave the battlefield by jumping to cruising speed. Doing so effectively takes the ship out of the fight, although enemy ships can pursue the fleeing ship if they wish.&lt;br /&gt;
A starship cannot jump to cruising speed if it has 0 or fewer hit points.&lt;br /&gt;
Attacks of Opportunity: A starship that jumps to cruising speed provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
SURGE FORWARD&lt;br /&gt;
A starship can use its afterburners to surge forward as a full-round action. When a starship surges forward, it can move up to four times its tactical speed in a straight line. (It does not get a 500-foot shift.) It loses its pilot’s Dexterity bonus to Defense and any dodge bonuses to Defense since it can’t avoid attacks.&lt;br /&gt;
A starship can surge forward for as many rounds as the pilot likes.&lt;br /&gt;
Attacks of Opportunity: A starship that surges forward provokes attacks of opportunity from threatening enemy ships armed with point-defense systems (see Starship Defense Systems).&lt;br /&gt;
WITHDRAW&lt;br /&gt;
Withdrawing from combat is a full-round action. When a starship withdraws, it can move up to twice its tactical speed. (It doesn’t also get a 500-foot shift.) The square it starts from is not considered threatened for purposes of withdrawing, and therefore enemies with point-defense systems do not get attacks of opportunity against it when it moves from that square.&lt;br /&gt;
If, during the process of withdrawing, the starship moves through another threatened square (other than the one it started in) without stopping, enemies get attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
FREE ACTIONS&lt;br /&gt;
A starship can perform multiple free actions during its turn, subject to the GM’s approval. In general, if one or more free actions take longer than 6 seconds to complete, they are not free actions. Free actions include communicating via a comm system and turning.&lt;br /&gt;
COMMUNICATE VIA COMM SYSTEM&lt;br /&gt;
Starships (and their crews) can communicate and coordinate with each other as a free action. A GM may rule that a particularly long or complex message cannot be communicated as a free action.&lt;br /&gt;
TURN&lt;br /&gt;
Starships—even immensely large ones—are highly maneuverable in space. As a free action, a ship can adjust its orientation on the battle grid by pivoting or turning. The direction a starship is facing has no bearing on combat, since its weapons can be trained to fire in any direction.&lt;br /&gt;
&lt;br /&gt;
COVER AND CONCEALMENT&lt;br /&gt;
Starships use the same rules as characters for cover and concealment in combat.&lt;br /&gt;
&lt;br /&gt;
SPECIAL INITIATIVE ACTIONS&lt;br /&gt;
Usually a starship acts as soon as it can in combat, but sometimes it may want to act later, at a better time, or in response to the actions of another ship. Starships can delay or ready actions in the same manner as characters.&lt;br /&gt;
&lt;br /&gt;
AVOIDING HAZARDS&lt;br /&gt;
A hazard is any unmanned obstacle of Large size or bigger that a starship might hit, either because the starship has entered the hazard’s square or because the hazard has entered the starship’s fighting space. Sample hazards include asteroids, clouds of space debris, and electromagnetic storms (which deal electricity damage). When a starship enters a square occupied by a hazard, or vice versa, the pilot of the starship must make a Pilot check. (Making this check does not count as an action.) The DC of the check depends on the size of the obstacle, as shown in Table: Avoid Hazard DCs. If the Pilot check succeeds, the starship avoids the hazard. If the check fails, a collision occurs (use Table: Collision Damage to determine collision damage to both the starship and the hazard). A new check must be made each round the starship and the hazard occupy the same square.&lt;br /&gt;
&lt;br /&gt;
Table: Avoid Hazard DCs&lt;br /&gt;
Hazard Size&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5&lt;br /&gt;
Gargantuan &lt;br /&gt;
20&lt;br /&gt;
Huge &lt;br /&gt;
15&lt;br /&gt;
Large &lt;br /&gt;
10&lt;br /&gt;
&lt;br /&gt;
MOVING THROUGH OCCUPIED SQUARES&lt;br /&gt;
A starship can pass through a square occupied by another starship or object.&lt;br /&gt;
Ally or Nonopposing Starship: You can safely move through a square occupied by an ally or nonopposing starshi p.&lt;br /&gt;
Enemy Starship: Moving through a square occupied by an enemy provokes an attack of opportunity if the enemy has a point-defense system (see Starship Defense Systems). You can move safely through a square occupied by an enemy that doesn’t resist—such as one that is disabled—as if the enemy was nonopposing.&lt;br /&gt;
Hazard: Safely moving through a square occupied by a hazard—such as a cloud of space debris or an asteroid— requires a successful Pilot check (see Avoiding Hazards).&lt;br /&gt;
&lt;br /&gt;
Crossfire&lt;br /&gt;
If two allied starships are on opposite sides of an enemy and each within 1,000 feet (2 squares) of that opponent, they can catch the enemy ship in their crossfire. Because the enemy is forced to defend itself on two fronts, the allied starships gain a +2 bonus on attack rolls made against the ship caught in their crossfire. The enemy ship must be directly between the two allied ships, however.&lt;br /&gt;
&lt;br /&gt;
ATTACKS OF OPPORTUNITY&lt;br /&gt;
Attacks of opportunity work differently with starships than with characters.&lt;br /&gt;
A starship can only make an attack of opportunity if it is equipped with a point-defense system (see Starship Defense Systems). A starship can use its point-defense system to make an attack of opportunity against an enemy ship that enters or passes through its fighting space (any square it occupies on the battle grid) or any adjacent square.&lt;br /&gt;
THREATENED SQUARES&lt;br /&gt;
A starship equipped with a point-defense system threatens the squares it occupies (its fighting space) and all adjacent 500-foot squares. It can therefore make attacks of opportunity against enemy ships that enter or pass through its fighting space or any adjacent square.&lt;br /&gt;
A starship without a point-defense system does not threaten ships that enter or pass through its fighting space or adjacent squares.&lt;br /&gt;
PROVOKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts the pilot and forces her to do something other than evade incoming fire.&lt;br /&gt;
Moving Out of a Threatened Square: When a starship moves out of a threatened square, it generally provokes an attack of opportunity. There are two important exceptions, however. A starship doesn’t provoke an attack of opportunity if it limits its movement to a single 500-foot shift or if it withdraws (see Withdraw).&lt;br /&gt;
Thus, if the square a starship occupies at the beginning of its turn is a threatened square, any movement it makes provokes an attack of opportunity (unless it withdraws or limits it move to a single 500-foot shift). If it doesn’t start in a threatened square but moves into one, it must stop there, or else it provokes an attack of opportunity as it leaves that square.&lt;br /&gt;
Performing an Action that Distracts the Pilot: Some actions, when performed in a threatened square, provoke attacks of opportunity because they make the pilot divert her attention from the battle at hand. Firing a starship weapon in a threatened square does not provoke attacks of opportunity, but Table: Starship Actions notes actions that do.&lt;br /&gt;
&lt;br /&gt;
MAKING AN ATTACK OF OPPORTUNITY&lt;br /&gt;
An attack of opportunity is a single attack made with a ranged starship weapon. A starship can only make one attack of opportunity per round. It doesn’t have to make an attack of opportunity if it doesn’t want to.&lt;br /&gt;
An attack of opportunity is made using the starship’s normal attack bonus—even if it’s already attacked in this round.&lt;br /&gt;
&lt;br /&gt;
STARSHIP TYPES&lt;br /&gt;
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.&lt;br /&gt;
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.&lt;br /&gt;
&lt;br /&gt;
STARSHIP STATISTICS&lt;br /&gt;
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.&lt;br /&gt;
Each starship description includes the following statistics.&lt;br /&gt;
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.&lt;br /&gt;
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).&lt;br /&gt;
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.&lt;br /&gt;
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.&lt;br /&gt;
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.&lt;br /&gt;
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.&lt;br /&gt;
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.&lt;br /&gt;
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or &lt;br /&gt;
grappled.&lt;br /&gt;
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.&lt;br /&gt;
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.&lt;br /&gt;
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).&lt;br /&gt;
Length: The ship’s length in feet.&lt;br /&gt;
Weight: The ship’s weight in pounds or tons.&lt;br /&gt;
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.&lt;br /&gt;
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).&lt;br /&gt;
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.&lt;br /&gt;
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.&lt;br /&gt;
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).&lt;br /&gt;
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).&lt;br /&gt;
Restriction: The ship’s restriction rating.&lt;br /&gt;
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.&lt;br /&gt;
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.&lt;br /&gt;
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.&lt;br /&gt;
&lt;br /&gt;
IMPROVING A STARSHIP’S STATISTICS&lt;br /&gt;
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter. &lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT STARSHIP SUBTYPES&lt;br /&gt;
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.&lt;br /&gt;
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings). &lt;br /&gt;
In addition, all ultralight starships share the following design specs.&lt;br /&gt;
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: An ultralight ship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
ULTRALIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of ultralight starships are given here.&lt;br /&gt;
&lt;br /&gt;
ORBITAL SHUTTLE (PL 5)&lt;br /&gt;
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Orbital shuttle &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 60 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 220,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: —&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 6d20 (120 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 22,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: — &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: None&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 5 Design Specs:&lt;br /&gt;
Engines: Thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class I sensor array&lt;br /&gt;
Communications: Radio transceiver&lt;br /&gt;
Weapons: None&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
COURIER (PL 6)&lt;br /&gt;
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Courier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 45 feet&lt;br /&gt;
Flat-footed Defense: 9 &lt;br /&gt;
Weight: 90,000 lb.&lt;br /&gt;
Autopilot Defense: 8 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 12&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 9,000 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +12&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +0 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10)&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ESCORT (PL 6)&lt;br /&gt;
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Escort &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 180 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 900 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 20d20 (400 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs: &lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (1d10), magnetic field,&lt;br /&gt;
point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),&lt;br /&gt;
2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher&lt;br /&gt;
(8 missiles)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FAST FREIGHTER (PL 6)&lt;br /&gt;
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fast freighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 110 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 450 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 4 (trained +4)&lt;br /&gt;
Hit Dice: 16d20 (320 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FIGHTER (PL 6)&lt;br /&gt;
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Fighter &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 36 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 39,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +2&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 8d20 (160 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,700 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Damage control system (1d10), sensor jammer&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
LAUNCH (PL 6)&lt;br /&gt;
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Huge (–2 size)&lt;br /&gt;
Subtype: Launch &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 13 &lt;br /&gt;
Length: 24 feet&lt;br /&gt;
Flat-footed Defense: 11 &lt;br /&gt;
Weight: 24,000 lb.&lt;br /&gt;
Autopilot Defense: 9 &lt;br /&gt;
Targeting System Bonus: +1&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 1 (trained +4)&lt;br /&gt;
Hit Dice: 4d20 (80 hp) &lt;br /&gt;
Passenger Capacity: 4&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 2,400 lb.&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 40&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Licensed (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack: Laser +1 ranged (6d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Polymeric&lt;br /&gt;
Defense Systems: Autopilot system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 laser&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
SCOUT (PL 6)&lt;br /&gt;
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Scout &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 150 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 600 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 15d20 (300 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 30 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 52&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
ASSAULT FIGHTER (PL 7)&lt;br /&gt;
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.&lt;br /&gt;
Type: Ultralight &lt;br /&gt;
Size: Gargantuan (–4 size)&lt;br /&gt;
Subtype: Assault fighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 19 &lt;br /&gt;
Length: 32 feet&lt;br /&gt;
Flat-footed Defense: 13 &lt;br /&gt;
Weight: 36,000 lb.&lt;br /&gt;
Autopilot Defense: 6 &lt;br /&gt;
Targeting System Bonus: +4&lt;br /&gt;
Hardness: 20 (ballistic) or &lt;br /&gt;
40 (other damage forms)&lt;br /&gt;
Crew: 1 (ace +12)&lt;br /&gt;
Hit Dice: 9d20 (180 hp) &lt;br /&gt;
Passenger Capacity: 1&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 lb.&lt;br /&gt;
Pilot’s Class Bonus: +7 &lt;br /&gt;
Grapple Modifier: +8&lt;br /&gt;
Pilot’s Dex Modifier: +6 &lt;br /&gt;
Base Purchase DC: 48&lt;br /&gt;
Gunner’s Attack Bonus: +8/+3&lt;br /&gt;
 Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)&lt;br /&gt;
Attack of Opportunity: None&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Deflective&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Mass transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: None&lt;br /&gt;
&lt;br /&gt;
Ultralight Starship Wings&lt;br /&gt;
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.&lt;br /&gt;
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.&lt;br /&gt;
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.&lt;br /&gt;
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.&lt;br /&gt;
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.&lt;br /&gt;
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.&lt;br /&gt;
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.&lt;br /&gt;
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.&lt;br /&gt;
&lt;br /&gt;
LIGHT STARSHIP SUBTYPES&lt;br /&gt;
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.&lt;br /&gt;
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.&lt;br /&gt;
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A light starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These&lt;br /&gt;
weapons are often fire-linked. A light starship cannot be armed with mines.&lt;br /&gt;
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling&lt;br /&gt;
system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
LIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of light starships are given here.&lt;br /&gt;
&lt;br /&gt;
CORVETTE (PL 6)&lt;br /&gt;
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Corvette &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 3,200 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 16 (trained +4)&lt;br /&gt;
Hit Dice: 40d20 (800 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 150 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
DESTROYER (PL 6)&lt;br /&gt;
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Destroyer &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 8,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 80 (expert +8)&lt;br /&gt;
Hit Dice: 80d20 (1,600 hp) &lt;br /&gt;
Passenger Capacity: 48&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 400 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FRIGATE (PL 6)&lt;br /&gt;
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Frigate &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11&lt;br /&gt;
 Length: 360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 4,800 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 60 (expert +8)&lt;br /&gt;
Hit Dice: 60d20 (1,200 hp) &lt;br /&gt;
Passenger Capacity: 32&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HAULER (PL 6)&lt;br /&gt;
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.&lt;br /&gt;
Type: Light &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Hauler &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 450 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 6,000 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 36d20 (720 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 3,300 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 56&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Autopilot system, damage control system (2d10), point-defense system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT STARSHIP SUBTYPES&lt;br /&gt;
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.&lt;br /&gt;
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot&lt;br /&gt;
squares). In addition, all mediumweight starships share the following design specs.&lt;br /&gt;
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A mediumweight starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).&lt;br /&gt;
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
MEDIUMWEIGHT SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of mediumweight starships are given here.&lt;br /&gt;
&lt;br /&gt;
BULK FREIGHTER (PL 6)&lt;br /&gt;
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Bulk freighter &lt;br /&gt;
Tactical Speed: 2,500 ft. (5 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 32,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 20 &lt;br /&gt;
Crew: 8 (trained +4)&lt;br /&gt;
Hit Dice: 125d20 (2,500 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 20,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Alloy plating&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CLIPPER (PL 6)&lt;br /&gt;
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Clipper &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 850 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 27,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 150d20 (3,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 10,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 60&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
CRUISER (PL 6)&lt;br /&gt;
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Cruiser &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 720 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 28,800 tons&lt;br /&gt;
Autopilot Defense: 5 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 120 (trained +4)&lt;br /&gt;
Hit Dice: 200d20 (4,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 7,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
STRIKE CRUISER (PL 7)&lt;br /&gt;
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.&lt;br /&gt;
Type: Mediumweight &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Strike cruiser &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 950 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 38,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 160 (expert +8)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 40&lt;br /&gt;
Initiative Modifier: +8 &lt;br /&gt;
Cargo Capacity: 1,200 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
HEAVY STARSHIP SUBTYPES&lt;br /&gt;
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.&lt;br /&gt;
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).&lt;br /&gt;
In addition, all heavy starships share the following design specs.&lt;br /&gt;
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).&lt;br /&gt;
Armor: A heavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
HEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of heavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
BATTLESHIP (PL 6)&lt;br /&gt;
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battleship &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,250 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 125,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (expert +8)&lt;br /&gt;
Hit Dice: 400d20 (8,000 hp) &lt;br /&gt;
Passenger Capacity: 200&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 30,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4&lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
FLEET CARRIER (PL 6)&lt;br /&gt;
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.&lt;br /&gt;
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Fleet carrier &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,400 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 500d20 (10,000 hp) &lt;br /&gt;
Passenger Capacity: 80&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class III sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
HEAVY TRANSPORT (PL 6)&lt;br /&gt;
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Heavy transport &lt;br /&gt;
Tactical Speed: 3,000 ft. (6 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,320 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30&lt;br /&gt;
Crew: 24 (trained +4)&lt;br /&gt;
Hit Dice: 350d20 (7,000 hp) &lt;br /&gt;
Passenger Capacity: 20&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 60,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20) &lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Fusion torch, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer &lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
TANKER (PL 6)&lt;br /&gt;
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Tanker &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 120,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 32 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 8&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 52,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 64&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 6 Design Specs:&lt;br /&gt;
Engines: Ion engine, thrusters&lt;br /&gt;
Armor: Vanadium&lt;br /&gt;
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer&lt;br /&gt;
Sensors: Class II sensor array, targeting system&lt;br /&gt;
Communications: Laser transceiver, radio transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)&lt;br /&gt;
Grappling Systems: Grapplers&lt;br /&gt;
&lt;br /&gt;
BATTLE CRUISER (PL 7)&lt;br /&gt;
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Battle Cruiser &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 1,360 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 140,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 320 (expert +8)&lt;br /&gt;
Hit Dice: 450d20 (9,000 hp) &lt;br /&gt;
Passenger Capacity: 160&lt;br /&gt;
Initiative Modifier: +4 &lt;br /&gt;
Cargo Capacity: 50,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
LINER (PL 7)&lt;br /&gt;
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.&lt;br /&gt;
Type: Heavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Liner &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,200 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 84,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 200 (trained +4)&lt;br /&gt;
Hit Dice: 250d20 (5,000 hp) &lt;br /&gt;
Passenger Capacity: 800&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 40,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 68&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY STARSHIP SUBTYPES&lt;br /&gt;
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.&lt;br /&gt;
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.&lt;br /&gt;
In addition, all superheavy starships share the following design specs.&lt;br /&gt;
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).&lt;br /&gt;
Armor: A superheavy starship has one type of armor (see Starship Armor).&lt;br /&gt;
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).&lt;br /&gt;
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).&lt;br /&gt;
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).&lt;br /&gt;
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).&lt;br /&gt;
&lt;br /&gt;
SUPERHEAVY SHIP DESCRIPTIONS&lt;br /&gt;
Specific subtypes of superheavy starships are given here.&lt;br /&gt;
&lt;br /&gt;
COLONY SHIP (PL 7)&lt;br /&gt;
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Colony ship &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 2,000 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 400,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 400 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 2,000&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 100,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 72&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, photon sails, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system &lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
DREADNOUGHT (PL 7)&lt;br /&gt;
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Dreadnought &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 2,750 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 540,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,000 (expert +8)&lt;br /&gt;
Hit Dice: 1,200d20 (24,000 hp) &lt;br /&gt;
Passenger Capacity: 1,600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 120,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR CARRIER (PL 7)&lt;br /&gt;
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).&lt;br /&gt;
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Star carrier &lt;br /&gt;
Tactical Speed: 3,500 ft. (7 sq.)&lt;br /&gt;
Defense: 11 &lt;br /&gt;
Length: 3,000 feet&lt;br /&gt;
Flat-footed Defense: 7 &lt;br /&gt;
Weight: 600,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +5&lt;br /&gt;
Hardness: 40 &lt;br /&gt;
Crew: 2,400 (expert +8)&lt;br /&gt;
Hit Dice: 1,000d20 (20,000 hp) &lt;br /&gt;
Passenger Capacity: 600&lt;br /&gt;
Initiative Modifier: +6 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +5 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +4 &lt;br /&gt;
Base Purchase DC: 80&lt;br /&gt;
Gunner’s Attack Bonus: +4 &lt;br /&gt;
Restriction: Military (+3)&lt;br /&gt;
&lt;br /&gt;
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Induction engine, thrusters&lt;br /&gt;
Armor: Neutronite&lt;br /&gt;
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system Sensors: Class V sensors, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver &lt;br /&gt;
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STAR FREIGHTER (PL 7)&lt;br /&gt;
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.&lt;br /&gt;
Type: Superheavy &lt;br /&gt;
Size: Colossal (–8 size)&lt;br /&gt;
Subtype: Freighter &lt;br /&gt;
Tactical Speed: 4,000 ft. (8 sq.)&lt;br /&gt;
Defense: 7 &lt;br /&gt;
Length: 1,800 feet&lt;br /&gt;
Flat-footed Defense: 5 &lt;br /&gt;
Weight: 320,000 tons&lt;br /&gt;
Autopilot Defense: 7 &lt;br /&gt;
Targeting System Bonus: +3&lt;br /&gt;
Hardness: 30 &lt;br /&gt;
Crew: 40 (trained +4)&lt;br /&gt;
Hit Dice: 800d20 (16,000 hp) &lt;br /&gt;
Passenger Capacity: 24&lt;br /&gt;
Initiative Modifier: +2 &lt;br /&gt;
Cargo Capacity: 200,000 tons&lt;br /&gt;
Pilot’s Class Bonus: +3 &lt;br /&gt;
Grapple Modifier: +16&lt;br /&gt;
Pilot’s Dex Modifier: +2 &lt;br /&gt;
Base Purchase DC: 76&lt;br /&gt;
Gunner’s Attack Bonus: +2 &lt;br /&gt;
Restriction: Restricted (+2)&lt;br /&gt;
&lt;br /&gt;
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)&lt;br /&gt;
Attack of Opportunity: Point-defense system +5 ranged (5d12×10)&lt;br /&gt;
&lt;br /&gt;
Standard PL 7 Design Specs:&lt;br /&gt;
Engines: Particle impulse engine, thrusters&lt;br /&gt;
Armor: Cerametal&lt;br /&gt;
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system&lt;br /&gt;
Sensors: Class IV sensor array, improved targeting system&lt;br /&gt;
Communications: Drivesat comm array, mass transceiver&lt;br /&gt;
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)&lt;br /&gt;
Grappling Systems: Grapplers, tractor beam emitter&lt;br /&gt;
&lt;br /&gt;
STARSHIP CLASS TEMPLATES&lt;br /&gt;
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.&lt;br /&gt;
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:&lt;br /&gt;
&lt;br /&gt;
LIGHTNING-CLASS TEMPLATE (PL 7)&lt;br /&gt;
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).&lt;br /&gt;
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).&lt;br /&gt;
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).&lt;br /&gt;
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).&lt;br /&gt;
Communications Upgrade: Drivesat comm array, mass transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).&lt;br /&gt;
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).&lt;br /&gt;
&lt;br /&gt;
KATANA-CLASS TEMPLATE (PL 8)&lt;br /&gt;
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.&lt;br /&gt;
Hit Dice: Increase by +1d20.&lt;br /&gt;
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).&lt;br /&gt;
Armor Upgrade: Ablative (hardness 40).&lt;br /&gt;
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).&lt;br /&gt;
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).&lt;br /&gt;
Communications Upgrade: Drive transceiver.&lt;br /&gt;
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).&lt;br /&gt;
&lt;br /&gt;
STARSHIP ENGINES&lt;br /&gt;
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.&lt;br /&gt;
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.&lt;br /&gt;
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
The various types of engines are listed below.&lt;br /&gt;
Minimum Ship Size: The minimum size the starship must be to have this type of engine.&lt;br /&gt;
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Purchase DC: The engine’s purchase DC.&lt;br /&gt;
&lt;br /&gt;
THRUSTERS (PL 5)&lt;br /&gt;
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.&lt;br /&gt;
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +0 feet.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
FUSION TORCH (PL 6)&lt;br /&gt;
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.&lt;br /&gt;
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
ION ENGINE (PL 6)&lt;br /&gt;
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.&lt;br /&gt;
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +500 feet (+1 square).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PHOTON SAILS (PL 6)&lt;br /&gt;
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.&lt;br /&gt;
In combat, any weapon hit against a sail-driven starship destroys&lt;br /&gt;
the deployed photon sails and prevents the ship from moving until&lt;br /&gt;
the sails are replaced. The sail-ship continues on its last course and&lt;br /&gt;
retains its former speed until the sails are replaced. Accordingly,&lt;br /&gt;
most sail-ships carry a secondary propulsion system (such as thrusters&lt;br /&gt;
or an ion engine) for emergency maneuvering and sailing against&lt;br /&gt;
the sun. Photon sails are completely useless in atmosphere—in fact,&lt;br /&gt;
they’re instantly destroyed by atmospheric entry—making a secondary&lt;br /&gt;
propulsion system a virtual necessity for most sail-ships.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: None.&lt;br /&gt;
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).&lt;br /&gt;
&lt;br /&gt;
INDUCTION ENGINE (PL 7)&lt;br /&gt;
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.&lt;br /&gt;
Minimum Ship Size: Huge.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
PARTICLE IMPULSE ENGINE (PL 7)&lt;br /&gt;
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,000 feet (+2 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
GRAVITIC REDIRECTOR (PL 8)&lt;br /&gt;
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
INERTIAL FLUX ENGINE (PL 8)&lt;br /&gt;
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.&lt;br /&gt;
Minimum Ship Size: Gargantuan.&lt;br /&gt;
Tactical Speed Bonus: +1,500 feet (+3 squares).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
SPATIAL COMPRESSOR (PL 9)&lt;br /&gt;
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.&lt;br /&gt;
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.&lt;br /&gt;
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.&lt;br /&gt;
Minimum Ship Size: Colossal.&lt;br /&gt;
Tactical Speed Bonus: +2,000 feet (+4 squares).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
&lt;br /&gt;
STARSHIP ARMOR&lt;br /&gt;
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.&lt;br /&gt;
Different types of starship armor are presented below.&lt;br /&gt;
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.&lt;br /&gt;
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.&lt;br /&gt;
Weight: The armor’s weight.&lt;br /&gt;
Purchase DC: The armor’s purchase DC.&lt;br /&gt;
Restriction: The restriction rating of the armor.&lt;br /&gt;
&lt;br /&gt;
ALLOY PLATING (PL 5)&lt;br /&gt;
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
POLYMERIC (PL 6)&lt;br /&gt;
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.&lt;br /&gt;
Hardness: 20.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
VANADIUM (PL 6)&lt;br /&gt;
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CERAMETAL (PL 7)&lt;br /&gt;
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.&lt;br /&gt;
Hardness: 30.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-eighth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DEFLECTIVE (PL 7)&lt;br /&gt;
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.&lt;br /&gt;
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NEUTRONITE (PL 7)&lt;br /&gt;
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
ABLATIVE (PL 8)&lt;br /&gt;
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.&lt;br /&gt;
Hardness: 40.&lt;br /&gt;
Tactical Speed Penalty: None.&lt;br /&gt;
Weight: One-tenth the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
NANOFLUIDIC (PL 8)&lt;br /&gt;
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.&lt;br /&gt;
Hardness: 50.&lt;br /&gt;
Tactical Speed Penalty: –500 feet (–1 square).&lt;br /&gt;
Weight: One-quarter the weight of the starship (rounded down).&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
STARSHIP DEFENSE SYSTEMS&lt;br /&gt;
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.&lt;br /&gt;
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of defensive systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM (PL 5)&lt;br /&gt;
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).&lt;br /&gt;
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.&lt;br /&gt;
Purchase DC: 5 + one-quarter the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL SYSTEM (PL 5)&lt;br /&gt;
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Damage Control Systems).&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Damage Control System&lt;br /&gt;
Ship Type &lt;br /&gt;
Hit Points Restored&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d10&lt;br /&gt;
18&lt;br /&gt;
Light &lt;br /&gt;
2d10&lt;br /&gt;
22&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d10&lt;br /&gt;
27&lt;br /&gt;
Heavy &lt;br /&gt;
4d10&lt;br /&gt;
33&lt;br /&gt;
Superheavy &lt;br /&gt;
5d10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
SENSOR JAMMER (PL 5)&lt;br /&gt;
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.&lt;br /&gt;
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).&lt;br /&gt;
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
AUTOPILOT SYSTEM, IMPROVED (PL 6)&lt;br /&gt;
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CHAFF LAUNCHER (PL 6)&lt;br /&gt;
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and scanning something on the direct opposite side of the chaff field incurs a –5 penalty. Any missile that passes through the chaff field to reach its intended target suffers a 30% miss chance (as though the target has three-quarters concealment).&lt;br /&gt;
Purchase DC: 20 for chaff launcher and one chaff bundle, 15 for each additional chaff bundle.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, IMPROVED (PL 6)&lt;br /&gt;
A starship equipped with improved damage control regains an additional +1d10 points of damage each time damage control is performed successfully (see Damage Control System, above).&lt;br /&gt;
Purchase DC: 5 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
DECOY DRONE LAUNCHER (PL 6)&lt;br /&gt;
A decoy drone is a small, self-guided missile that mimics the electromagnetic and infrared signatures of the ship that launched it.&lt;br /&gt;
Deploying a decoy drone is an attack action, and the drone occupies the same fighting space as the ship it imitates.&lt;br /&gt;
The decoy drone negates the equipment bonus on attack rolls granted by an enemy ship’s targeting system. Launching multiple decoy drones grants no cumulative effect.&lt;br /&gt;
A deployed and intact decoy drone can be recovered or captured with a successful grapple. It can also be targeted and destroyed. A decoy drone has a Defense of 12 and 10 hit points, and it rolls 1d20+4 on opposed grapple checks.&lt;br /&gt;
Purchase DC: 28 for drone launcher and one drone, 25 for each additional drone.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
MAGNETIC FIELD (PL 6)&lt;br /&gt;
The magnetic field is the first primitive energy shield. It uses vast amounts of power to surround the ship with potent lines of magnetic force. Missiles and weapons that deal ballistic damage fired at a starship with a magnetic field take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a magnetic field.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
POINT-DEFENSE SYSTEM (PL 6)&lt;br /&gt;
A point-defense system serves two functions: It targets all incoming missiles, and it allows a starship to make attacks of opportunity against enemy ships passing through its threatened area. The point-defense system consists of batteries of automated weapons programmed to fire when either of these two conditions is met.&lt;br /&gt;
A point-defense system does not fire upon mines, cannot be controlled manually by the crew, and cannot be used to make normal attacks.&lt;br /&gt;
Destroy Missiles: A point-defense system has a 20% chance of destroying any incoming missile. A destroyed missile deals no damage to the ship.&lt;br /&gt;
Make Attacks of Opportunity: A starship equipped with a point-defense system threatens the space it occupies as well as all adjacent 500-foot squares. When making an attack of opportunity, the point-defense system rolls 1d20 and adds the ship’s targeting system bonus on the roll. If the result equals or exceeds the enemy ship’s Defense, the point-defense weapons deal ballistic damage based on the ship’s type, as shown in Table: Point-Defense Systems. Point-defense systems cannot score critical hits.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Point-Defense Systems).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
Table: Point-Defense Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Point-Defense Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d12×10&lt;br /&gt;
31&lt;br /&gt;
Light &lt;br /&gt;
2d12×10&lt;br /&gt;
34&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d12×10&lt;br /&gt;
36&lt;br /&gt;
Heavy &lt;br /&gt;
4d12×10&lt;br /&gt;
38&lt;br /&gt;
Superheavy &lt;br /&gt;
5d12×10&lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
RADIATION SHIELDING (PL 6)&lt;br /&gt;
Radiation shielding protects a ship’s crew and passengers against the harmful radiation of neutron stars, solar flares, and other external causes. All personnel aboard the ship gain a +5 circumstance bonus on saves to resist the effects of radiation poisoning.&lt;br /&gt;
Purchase DC: 5 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
SELF-DESTRUCT SYSTEM (PL 6)&lt;br /&gt;
A self-destruct system ensures that a starship cannot be captured, dissected for information, or used against its builders. Installing a starship self-destruct system requires a Demolitions check (DC 30) instead of a Craft check and takes an amounts of time as determined by the ship’s type: ultralight 1 hour, light 10 hours, mediumweight 30 hours, heavy 60 hours, superheavy 120 hours. If the Demolitions check fails by 10 or more, the system detonates, destroying the ship and possibly harming others nearby.&lt;br /&gt;
A self-destruct system can be programmed to activate only under specified conditions—usually the voice authorization of the ship’s commander, and usually only after the crew has had sufficient time to evacuate (see Starship Evacuation).&lt;br /&gt;
The self-destruct system obliterates the starship (killing all aboard) regardless of how many hit points it has remaining. A starship destroyed by its own self-destruct system has no salvageable parts.&lt;br /&gt;
The starship’s self-destruction triggers an explosion of shrapnel that deals collateral slashing damage to all other ships in its fighting space; mediumweight, heavy, and superheavy ships also deal collateral damage to ships in adjacent squares. A successful Pilot check (DC 15) reduces the damage by half. Table: Starship Self-Destruct Systems shows the amount of collateral damage (and the system’s purchase DC) based on the starship’s type.&lt;br /&gt;
Purchase DC: Varies by starship type (see Table: Starship Self-Destruct Systems).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
Table: Starship Self-Destruct Systems&lt;br /&gt;
Starship Type &lt;br /&gt;
Collateral Damage&lt;br /&gt;
Purchase DC&lt;br /&gt;
Ultralight &lt;br /&gt;
1d6×10&lt;br /&gt;
26&lt;br /&gt;
Light &lt;br /&gt;
2d6×10&lt;br /&gt;
32&lt;br /&gt;
Mediumweight &lt;br /&gt;
3d6×10&lt;br /&gt;
38&lt;br /&gt;
Heavy &lt;br /&gt;
4d6×10&lt;br /&gt;
44&lt;br /&gt;
Superheavy &lt;br /&gt;
5d6×10&lt;br /&gt;
50&lt;br /&gt;
&lt;br /&gt;
STEALTH SCREEN (PL 6)&lt;br /&gt;
An improved version of the sensor jammer (see above), the stealth screen is a sophisticated electromagnetic transceiver capable of detecting incoming electromagnetic energy from radars, ladars, and other sensor devices. When it detects such energy, it responds by generating an electromagnetic interference pattern. In addition, it monitors the ship’s own EM emissions and cloaks them in a similar manner. Finally, the stealth shield masks the ship’s mass signature. Sensor checks made against a ship with an active stealth screen take a –10 penalty.&lt;br /&gt;
Additionally, a deployed mine has a 50% chance of not detecting the screened ship as it enters or leaves its detonation area.&lt;br /&gt;
Finally, a starship with an active stealth screen gains one-half concealment against all attacks (20% miss chance).&lt;br /&gt;
A mine can be equipped with a stealth screen.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DISPLACER (PL 7)&lt;br /&gt;
Using the same technology that will someday drive the PL 9 spatial compression engine, the displacer “shifts” the ship a few hundred yards several times a second in a random series of short-range teleportations.&lt;br /&gt;
All enemy attacks against the displacing ship have a 30% miss chance, as though it has three-quarters concealment.&lt;br /&gt;
A mine can be equipped with a displacer.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
LIGHT FORTIFICATION (PL 7)&lt;br /&gt;
The starship’s structural integrity is reinforced so that the ship can shake off attacks that would cripple it otherwise. Light fortification converts 25% of all critical hits into regular hits.&lt;br /&gt;
Installing light fortification requires a Craft (structural) check instead of a Craft (mechanical) check.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
PARTICLE FIELD (PL 7)&lt;br /&gt;
Generators project a field of alpha particles (helium nuclei that have been stripped of their electrons) around the ship. The field absorbs energy damage; weapons that wholly or partly deal concussion, electricity, fire, or nonspecific energy damage (such as beam weapons) fired at the starship take a –4 penalty on attack rolls.&lt;br /&gt;
A mine can be equipped with a particle field.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
REPAIR DRONES (PL 7)&lt;br /&gt;
Repair drones are Small spiderlike robots that rapidly deploy to damaged sections of a ship’s outer hull. They are programmed to repair damage quickly and efficiently.&lt;br /&gt;
A ship with repair drones can perform damage control as a free action. A ship without a damage control system cannot be fitted with repair drones.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
DAMAGE CONTROL, ADVANCED (PL 8)&lt;br /&gt;
A starship equipped with advanced damage control regains an additional +2d10 points of damage each time damage control is performed successfully (see Damage Control System, above). Advanced damage control replaces (and does not stack with) improved damage control.&lt;br /&gt;
Purchase DC: 10 + the purchase DC of a standard damage control system.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
CLOAKING SCREEN (PL 8)&lt;br /&gt;
An improvement of the PL 7 stealth screen, the cloaking screen warps light and energy around the ship’s hull, rendering the ship invisible to visual and electronic sensors.&lt;br /&gt;
A cloaked ship has total concealment. To attack a cloaked ship, an attacker must guess in which square the ship currently is (or determine its position based on where it attacked last), and even if the guess is accurate, there is a 50% chance that the attack misses.&lt;br /&gt;
Additionally, a deployed mine cannot detect a cloaked ship and does not detonate when the ship enters or leaves its burst area. The ship’s pilot must make a Pilot check (DC 5, +5 per additional mine) to avoid a collision with the mine if the starship enters the mine’s square; on a failed check, the mine detonates.&lt;br /&gt;
A cloaking screen cannot be used in conjunction with chaff, since the chaff cloud would give away the ship’s position. It also cannot operate simultaneously with any sort of field (including magnetic fields and particle fields), as the field gives away the ship’s position.&lt;br /&gt;
A mine can be equipped with a cloaking screen.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship or mine.&lt;br /&gt;
Restriction: Military (+3).&lt;br /&gt;
&lt;br /&gt;
MEDIUM FORTIFICATION (PL 8)&lt;br /&gt;
As light fortification (see above), except that the medium fortification system converts 75% of all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
NANITE REPAIR ARRAY (PL 8)&lt;br /&gt;
The final refinement of damage control systems, the nanite repair array consists of numerous nodules filled with nanites—microscopic robots—scattered throughout the ship. The nanite repair array can repair a ship with negative hit points; however, not even nanites can repair a destroyed ship.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
HEAVY FORTIFICATION (PL 9)&lt;br /&gt;
As light fortification (see above), except that the heavy fortification system converts all critical hits into regular hits.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
STARSHIP SENSORS&lt;br /&gt;
A starship would be lost in the blackness of outer space without a sophisticated sensor array enabling it to perceive its surroundings. Sensor arrays allow a starship’s crew to plot safe courses through unexplored star systems, avoid comets and electromagnetic storms, navigate asteroid belts, analyze planetary surface conditions, detect other starships nearby, and analyze damage to the ship’s outer hull. Without a functional sensor array, a ship and its crew are virtually paralyzed.&lt;br /&gt;
This section describes several standard sensor arrays. Each sensor array includes a list of functions; each function requires a move action and a successful Computer Use check (DC 15).&lt;br /&gt;
To build a sensor system from scratch, a character must succeed at a Craft (electronic) check (DC 30) after investing 60 hours in its assembly. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the sensor system’s purchase DC.&lt;br /&gt;
Installing a sensor system requires a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without an electrical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Different types of sensor systems are detailed below.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
CLASS I SENSOR ARRAY (PL 5)&lt;br /&gt;
This array includes radar, hi-res video, and infrared heat sensor units. As a move action, a Class I sensor array can perform either of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location and type (ultralight, light, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS II SENSOR ARRAY (PL 6)&lt;br /&gt;
This array incorporates hi-res video, infrared and electromagnetic sensors, and ladar detection units. (The ladar uses low-powered laser beams to locate targets.) As a move action, a Class II sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), and subtype (fighter, destroyer, and so on) of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all PL 5 or PL 6 weapons on a specific ship (number and type of weapons present), including their organization into batteries (but not fire links).&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, point-defense system.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5 and PL 6 armor types only).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 27.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS III SENSOR ARRAY (PL 6)&lt;br /&gt;
As the Class II sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 30.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM (PL 6)&lt;br /&gt;
A computerized targeting system helps starship gunners aim weapons and track enemy ships. A targeting system provides an equipment bonus on attack rolls depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +3.&lt;br /&gt;
The purchase DC of the targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 18 (Huge), 23 (Gargantuan), or 28 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS IV SENSOR ARRAY (PL 7)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, multiband radar, spectroanalyzers, and mass detectors. (A mass detector locates objects via their gravitational signatures.)&lt;br /&gt;
As a move action, a Class IV sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all visible ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all visible hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Identify all of the PL 5, PL 6, and PL 7 weapons on a specific ship (number and type of weapons present), including their organization as fire-linked weapons and batteries.&lt;br /&gt;
• Ascertain the presence of any or all of the following systems on a specific ship: grapplers, magnetic field, particle field, point-defense system, tractor beam.&lt;br /&gt;
• Identify a specific ship’s armor type (PL 5, PL 6, or PL 7 armor types only).&lt;br /&gt;
• Identify the type of engines a ship has.&lt;br /&gt;
• Determine the number of life forms aboard a specific ship.&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Analyze and chart the topography of a 1,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS V SENSOR ARRAY (PL 7)&lt;br /&gt;
As the Class IV sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 36.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
TARGETING SYSTEM, IMPROVED (PL 7)&lt;br /&gt;
A starship equipped with an improved targeting system gains an equipment bonus on attack rolls depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This system replaces the PL 6 targeting system.&lt;br /&gt;
The purchase DC of the improved targeting system depends on the size of the ship.&lt;br /&gt;
Purchase DC: 22 (Huge), 27 (Gargantuan), or 32 (Colossal).&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
CLASS VI SENSOR ARRAY (PL 8)&lt;br /&gt;
This array includes hi-res video, electromagnetic sensors, spectroanalyzers, multiphase radar, and mass detectors.&lt;br /&gt;
As a move action, a Class VI sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships on the battlefield.&lt;br /&gt;
• Identify and ascertain the location of all hazards on the battlefield (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s PL 5, PL 6, PL 7, and PL 8 design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and location of ships and mines using active cloaking screens (targets still gain the benefits of total concealment).&lt;br /&gt;
• Determine the number and type of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be orbiting the planet).&lt;br /&gt;
• Determine the number and type of life forms within a 4,000-square mile region on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a 4,000-square-mile area on a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be orbiting the planet).&lt;br /&gt;
Purchase DC: 39.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS VII SENSOR ARRAY (PL 8)&lt;br /&gt;
As the Class VI sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 42.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
ACHILLES TARGETING SOFTWARE (PL 8)&lt;br /&gt;
Any starship with a targeting system can have Achilles targeting software; the software does not take up one o f the starship’s&lt;br /&gt;
sensor system slots.&lt;br /&gt;
Achilles targeting software enables the ship to better train its weapons on an enemy’s critical systems. Achilles targeting software increases the critical threat ranges of the ship’s beam, projectile, and missile weapons by 1. This effect stacks with other systems that expand a weapon’s critical threat range, such as weapon batteries.&lt;br /&gt;
The purchase DC of Achilles targeting software depends on the size of the ship.&lt;br /&gt;
Purchase DC: 26 (Huge), 31 (Gargantuan), or 36 (Colossal).&lt;br /&gt;
Restriction: Restricted (+2).&lt;br /&gt;
&lt;br /&gt;
CLASS VIII SENSOR ARRAY (PL 9)&lt;br /&gt;
This array is an amplified version of the Class VI sensor array.&lt;br /&gt;
As a move action, a Class VIII sensor array can perform any one of the following functions with a successful Computer Use check (DC 15):&lt;br /&gt;
• Ascertain the location, type (ultralight, light, and so on), subtype (fighter, destroyer, and so on), and mass of all ships in the star system.&lt;br /&gt;
• Identify and ascertain the location and trajectories of all hazards in the star system (such as asteroids and mines).&lt;br /&gt;
• Determine a specific ship’s design specs (engines, defensive systems, sensor systems, communication systems, and weapons, including fire-linked weapons and batteries).&lt;br /&gt;
• Detect the presence and exact location of ships and mines equipped with cloaking screens, and negate the effects of stealth screens, displacers, and cloaking screens.&lt;br /&gt;
• Determine the number, type, and species of life forms aboard a specific ship (“type” refers to the creature type).&lt;br /&gt;
• Analyze the chemical composition of a planet’s atmosphere (the ship must be in the same system as the planet).&lt;br /&gt;
• Determine the number, type, and species of life forms on a planet’s surface (the ship must be orbiting the planet, and “type” refers to the creature type).&lt;br /&gt;
• Analyze and chart the topography of a planet’s surface (the ship must be orbiting the planet).&lt;br /&gt;
• Determine a planet’s prevailing meteorological conditions and weather patterns (the ship must be in the same system as the planet).&lt;br /&gt;
Purchase DC: 45.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
CLASS IX SENSOR ARRAY (PL 9)&lt;br /&gt;
As the Class VIII sensor array, except that the ship also gains a +2 equipment bonus on all initiative checks. This array is normally installed on ships built for combat.&lt;br /&gt;
Purchase DC: 48.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
STARSHIP COMM SYSTEMS&lt;br /&gt;
The ability to communicate with other ships and bases is vital to starships. The more advanced a ship’s communications capabilities, the better informed its crew is, and the better they can coordinate&lt;br /&gt;
with other ships in the same fleet.&lt;br /&gt;
To build a communication system from scratch, a character must succeed at a Craft (electrical) check (DC 30) after investing a number of hours equal to the ship’s Hit Dice. A character without an electrical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the system’s purchase DC.&lt;br /&gt;
Installing a comm system requires a successful Craft (mechanical) check (DC 30) and a successful Craft (electrical) check (DC 30) after investing 30 hours. A character without a mechanical or electrical tool kit takes a –4 penalty on the appropriate skill check.&lt;br /&gt;
The following section describes various ship-to-ship comm. systems.&lt;br /&gt;
Purchase DC: The cost of the comm system.&lt;br /&gt;
&lt;br /&gt;
Internal Comm Systems&lt;br /&gt;
Internal comm systems, though as vital as ship-to-ship communications, are not covered in depth here. Obviously, the larger a ship’s crew complement, the greater its need for internal communications. The crew must stay in contact to do their jobs properly. Smaller ships can often get by with headsets jacked into the ship’s network, or short-range two-way radios, or even just shouting to each other from nearby crew stations. Larger ships require a more sophisticated system.&lt;br /&gt;
A standard internal communication system allows twoway audio communication from any comm station to any other comm station on the same ship. An internal comm system has a purchase DC based on the ship’s type: ultralight 13, light 16, mediumweight 19, heavy 22, superheavy 25. Increase the purchase DC by +2 if the comm stations include video screen displays as well.&lt;br /&gt;
&lt;br /&gt;
RADIO TRANSCEIVER (PL 5)&lt;br /&gt;
The radio transceiver can transmit on multiple frequencies in either LOS (line of sight) or omnidirectional mode, sending messages at the speed of light. A radio transceiver can handle up to ten simultaneous two-way conversations.&lt;br /&gt;
Purchase DC: 21.&lt;br /&gt;
&lt;br /&gt;
LASER TRANSCEIVER (PL 6)&lt;br /&gt;
This system uses a beam of coherent light to transmit messages. The laser is unidirectional; the signal cannot be intercepted or jammed unless it’s beamed directly at a hostile ship or station. However, if the comm officer doesn’t know exactly where the receiving station  is, the laser transceiver is a waste of effort. This has some hidden drawbacks; a character cannot use the laser transceiver for a general distress call to all stations in the area, for example. A ship can’t receive laser communications unless it is equipped with the transceiver.&lt;br /&gt;
Lasers are limited to the speed of light (8 AU/hour), meaning it can take hours or days to get a response within a system, or even weeks to get a response at interstellar distances.&lt;br /&gt;
Purchase DC: 23.&lt;br /&gt;
&lt;br /&gt;
DRIVESAT COMM ARRAY (PL 7)&lt;br /&gt;
This massive comm array provides rapid interstellar communications. The array consists of a constellation of dozens of small transmitters that transmit and receive messages through space at faster-thanlight speeds, enabling communications with a range of 50 light-years.&lt;br /&gt;
The signals travel at a rate of 5 light-years per hour. Because of the need for steady signal, the ship must remain stationary to transmit and receive messages. If the ship moves while its drivesat array is transmitting or receiving, the ship’s communication officer must make a Computer Use check (DC 30) to avoid losing the signal.&lt;br /&gt;
Only mediumweight, heavy, and superheavy ships can be equipped with a drivesat comm array.&lt;br /&gt;
Purchase DC: 53.&lt;br /&gt;
&lt;br /&gt;
MASS TRANSCEIVER (PL 7)&lt;br /&gt;
This device can transmit instantaneously to any point in the same star system, with no “lag” due to FTL limitations. However, its range is limited to about 1,000 AU, so the signal can’t cross interstellar space.&lt;br /&gt;
Purchase DC: 25.&lt;br /&gt;
&lt;br /&gt;
DRIVE TRANSCEIVER (PL 8)&lt;br /&gt;
The drive transceiver is the first interstellar comm system that’s truly practical for small ships or second-rate colonies. It operates like the much larger PL 7 drivesat comm array, sending a signal up to 50 lightyears distant. The signal travels at a rate of 5 light-years per hour. The target station must also be equipped with a drive transceiver.&lt;br /&gt;
Purchase DC: 28.&lt;br /&gt;
&lt;br /&gt;
ANSIBLE (PL 9)&lt;br /&gt;
The ansible is a device that induces precise changes in the energy states of atomic nuclei, without regard to distance or time. In effect, it permits instantaneous interstellar communications—voice, video, or data transfer—to any other ship or station equipped with an ansible. Much like a radio, the receiving station has to be attentive to a particular “frequency,” so two ansible-equipped stations must have some prearranged communications protocols; an ansible cannot pick up any transmissions not intended for that specific frequency.&lt;br /&gt;
Purchase DC: 33.&lt;br /&gt;
&lt;br /&gt;
STARSHIP WEAPONS&lt;br /&gt;
Starship weapons fall into one of four categories: beam weapons, projectile weapons, missiles, and mines. Each category of weapon is described in greater detail below.&lt;br /&gt;
Starship weapons require the Starship Gunnery feat to operate proficiently. Without this feat, a gunner takes a –4 penalty on attack rolls made with starship weapons. Trained, expert, and ace crew gunners are assumed to have this feat.&lt;br /&gt;
To build a starship weapon system from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 300 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the weapon’s purchase DC.&lt;br /&gt;
Installing a weapon system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Modifying Weapons: Certain beam and projectile weapons—as noted in Table: Starship Weapons—can be modified for different rates of fire. With 1 hour of work and a successful Repair check (DC 30), these weapons can be reconfigured for semiautomatic or automatic fire mode. (Resetting a weapon to its original configuration requires another check and 1 hour.) Weapons can be purchased in their modified versions, but the purchase DC of a modified weapon increases by +3.&lt;br /&gt;
&lt;br /&gt;
Average Weapon Damage&lt;br /&gt;
Some starship weapons (particularly fire-linked weapons) deal incredible damage. To speed up play, you can decide to deal average damage with weapon attacks instead of rolling handfuls of dice and adding them up. Table: Starship Weapons lists average damage in parentheses in the Damage column.&lt;br /&gt;
&lt;br /&gt;
BEAM WEAPONS&lt;br /&gt;
Beam weapons deal energy damage, usually of a nonspecific type. They range from weapons as simple as a high-powered laser to monstrous devices capable of harnessing the fundamental forces of the universe.&lt;br /&gt;
Beam weapons draw power from a starship’s power plant and are considered to have unlimited ammunition.&lt;br /&gt;
Beam Weapon Mounts: Beam weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
PROJECTILE WEAPONS&lt;br /&gt;
Projectiles are generally solid slugs delivered to the target, where the velocity and density of the slug hopefully punch through the target’s defenses. The most basic projectile weapons launch a small hunk of metal at roughly the speed of sound; the most advanced can push around mountains or molecules at greater than the speed of light.&lt;br /&gt;
Projectile weapons tend to be slightly more expensive than beam weapons, but the top end damage is considerably higher.&lt;br /&gt;
Starships have sufficient storage space to contain a virtually unlimited supply of projectile weapon ammunition.&lt;br /&gt;
Projectile Weapon Mounts: Like beam weapons, projectile weapons are mounted on turrets or in banks that, coupled with the starship’s ability to adjust its orientation, allow the weapons to fire in any direction. The cost of a turret mount or bank is included in the purchase DC of the weapon.&lt;br /&gt;
&lt;br /&gt;
MISSILES&lt;br /&gt;
A missile is an explosive warhead fixed to a guided rocket and fired from a missile launcher. The type of warhead determines both the type and amount of damage.&lt;br /&gt;
All missiles are equipped with guidance systems that negate the penalty for range increments. Missiles are purchased in racks of eight.&lt;br /&gt;
Missile Launchers: A starship must be equipped with missile launchers to fire missiles. Each type of missile has its own type of missile launcher; for example, a launcher designed to fire CHE missiles cannot fire KE submunition missiles. Missiles can fire in any direction. A missile launcher has a purchase DC of 20.&lt;br /&gt;
&lt;br /&gt;
MINES&lt;br /&gt;
Mines are immobile explosives that must be deployed to be effective. Mines are equipped with sensors to scan approaching ships and detonate when hostile ships draw near. Some mines also come equipped with cloaking screens and other defensive systems to conceal their presence (see Defensive Systems).&lt;br /&gt;
Mines are sold individually. Although a mine weighs no more than a few thousand pounds, one mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).&lt;br /&gt;
Minelayers: A starship must be equipped with a minelayer (purchase DC 25) to deploy mines, and only Colossal ships can be fitted with minelayers. A minelayer consists of two or more mine rails—low-powered magnetic accelerators that can deploy one mine per round.&lt;br /&gt;
Deploying a Mine: A starship equipped with a minelayer can, as an attack action, deploy a single mine in any 500-foot square it occupies. Only after the starship leaves the mine’s detonation area does the mine activate.&lt;br /&gt;
A starship that deploys a mine sets the conditions under which the mine detonates. Up to four mines can be deployed in the same 500-foot square and programmed to detonate simultaneously.&lt;br /&gt;
A deployed mine is a Medium-size object with Defense 5, hardness 10, and 50 hit points. Damaging or destroying a deployed mine has a 50% chance per hit of detonating it.&lt;br /&gt;
Detonating a Mine: When certain predetermined conditions are met (usually when an enemy ship enters the mine’s detonation area), the deployed mine explodes. The mine’s detonation area includes the square it occupies and all adjacent 500-foot squares (9 squares total). All ships within the mine’s detonation area take damage when the mine detonates. A pilot may attempt a Pilot check (DC 25) to reduce the damage by half; making this check does not count as an action.&lt;br /&gt;
&lt;br /&gt;
FIRE-LINKED WEAPONS&lt;br /&gt;
Fire-linked weapons are identical beam weapons, projectile weapons, or missile launchers that point and fire in the same direction. In effect, this arrangement creates a single weapon (fired with a single attack roll) that deals greater damage than either weapon alone.&lt;br /&gt;
Each full doubling of the number of fire-linked weapons (two weapons, four, eight, and so on) increases the damage by one-half the base damage. For example, a fighter using two fire-linked rail cannons (damage 6d12 each) deals 9d12 points of damage with a successful attack. Fire-linking weapons adds +1 to the purchase DC of each weapon in the link; taking the above example, each fire-linked rail cannon would have a purchase DC of 31 instead of 30.&lt;br /&gt;
Variable fire links also exist, allowing the gunner to decide from attack to attack whether to fire the weapons individually (as normal), in a full link (as described above), or in a partial link. A partial link allows the pilot to fire the linked weapons in groups of two. Only starships with four or more fire-linked weapons can be fired in a partial link. The variable version of the fire link adds +3 to the purchase DC of each weapon in the link.&lt;br /&gt;
&lt;br /&gt;
WEAPON BATTERIES&lt;br /&gt;
A weapon battery consists of a cluster of up to five identical beam weapons, projectile weapons, or missile launchers that fire as a single weapon (requiring a single attack roll). When using battery fire, every weapon after the first in a battery adds a +1 bonus on the attack roll, to a maximum of +4 for a five-weapon battery. If the attack succeeds, roll damage as if one of the weapons had hit. In addition, a weapon battery has a greater chance of scoring a critical hit. Regardless of the number of weapons in the battery, the threat range is increased by 1. For example, a battery of plasma cannons (normal threat range of 20) has a threat range of 19–20. This effect stacks with other systems that expand a weapon’s critical threat range, such as Achilles targeting software.&lt;br /&gt;
Batteries of weapons cannot be “split” into individual weapons; they either fire all together, or not at all. Installing weapons in a battery increases the purchase DC of each weapon by +1.&lt;br /&gt;
Only mediumweight, heavy, and superheavy starships can be equipped with weapon batteries.&lt;br /&gt;
&lt;br /&gt;
WEAPON DESCRIPTIONS&lt;br /&gt;
Table: Starship Weapons provides the following statistics for various ranged weapons:&lt;br /&gt;
Damage: The damage the weapon deals.&lt;br /&gt;
Critical: The critical threat range of the weapon.&lt;br /&gt;
Damage Type: Most beam weapons deal a nonspecific type of energy damage that is not subject to energy resistance. A few weapons deal a specific kind of energy damage; for example, a laser deals fire damage. Projectile weapons deal ballistic damage.&lt;br /&gt;
Range Increment: A weapon’s range increment is given in feet. An attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Beam weapons dissipate and become ineffective past 10 range increments, while projectile weapons have unlimited range.&lt;br /&gt;
Rate of Fire: Ranged weapons have three possible rates of fire: single shot, semiautomatic, or automatic.&lt;br /&gt;
Single Shot: A weapon with a single shot rate of fire can fire only one shot per attack, even if the gunner has a feat or other ability that normally allows more than one shot per attack.&lt;br /&gt;
Semiautomatic (S): A semiautomatic ranged weapon fires one shot per attack (effectively acting as a single shot weapon). However, a gunner who gains multiple attacks per round because of his level or because of certain feats can fire a semiautomatic beam weapon multiple times in rapid succession, getting more than one shot per attack.&lt;br /&gt;
Automatic (A): Automatic ranged weapons fire a burst or stream of shots. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire. See the Starship Weapons on Autofire for more rules and information.&lt;br /&gt;
Minimum Ship Size: The minimum size of starship capable of supporting the weapon.&lt;br /&gt;
Purchase DC: The purchase DC of the weapon.&lt;br /&gt;
Restriction: The level of license required to purchase the weapon legally.&lt;br /&gt;
&lt;br /&gt;
Starship Weapons on Autofire&lt;br /&gt;
If a starship weapon has an automatic rate of fire, it can be set on autofire. Autofire affects an area and everything in it, not a specific target. The starship using the autofire weapon targets a 1,000-foot-by-1,000-foot area and makes an attack roll; the targeted area has an effective Defense of 10. If the attack succeeds, the pilots of all ships within the affected area must make a Pilot check (DC 15) or take the weapon’s damage.&lt;br /&gt;
Apply a penalty on the check based on the size of the pilot’s ship: Huge –2, Gargantuan –4, Colossal –8.&lt;br /&gt;
Some starship weapons—such as the needle driver—only have autofire settings and can’t normally fire single shots.&lt;br /&gt;
&lt;br /&gt;
Table: Starship Weapons&lt;br /&gt;
&lt;br /&gt;
Weapon Damage&lt;br /&gt;
Critical&lt;br /&gt;
Damage Type&lt;br /&gt;
Range Increment&lt;br /&gt;
Rate of Fire&lt;br /&gt;
Minimum Ship Size&lt;br /&gt;
Purchase DC&lt;br /&gt;
Restriction&lt;br /&gt;
Progress Level 6: Fusion Age&lt;br /&gt;
Fusion beam&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
33&lt;br /&gt;
Res (+2)&lt;br /&gt;
Gauss gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1 &lt;br /&gt;
Gargantuan&lt;br /&gt;
35&lt;br /&gt;
Res (+2)&lt;br /&gt;
Laser&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Huge&lt;br /&gt;
28&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Laser, heavy&lt;br /&gt;
8d8 (36)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, fusion&lt;br /&gt;
5d100 (275)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
33&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, CHE&lt;br /&gt;
6d12 (39)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
252&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, KE submunition&lt;br /&gt;
4d12 (26)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
222&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Missile, nuclear&lt;br /&gt;
16d8 (72)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Needle driver&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
4,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Neutron gun&lt;br /&gt;
6d8 (27)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
31&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutron gun, heavy&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
35&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Rail cannon&lt;br /&gt;
6d12 (39)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
30&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Progress Level 7: Gravity Age&lt;br /&gt;
Antimatter gun&lt;br /&gt;
10d8 (45)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
38&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mass cannon&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
37&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Mass cannon, heavy&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, gravitic&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
43&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, mass reaction&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
502&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, plasma&lt;br /&gt;
18d8 (81)&lt;br /&gt;
19–20&lt;br /&gt;
Fire&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
462&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Res (+2)&lt;br /&gt;
Particle beam, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Plasma cannon&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
36&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Plasma cannon, heavy&lt;br /&gt;
18d8 (81)&lt;br /&gt;
20&lt;br /&gt;
Fire&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Quantum cannon&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Progress Level 8: Energy Age&lt;br /&gt;
Automaser&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
A&lt;br /&gt;
Colossal&lt;br /&gt;
40&lt;br /&gt;
Res (+2)&lt;br /&gt;
EMP cannon&lt;br /&gt;
8d8 (36)3&lt;br /&gt;
20&lt;br /&gt;
Electricity&lt;br /&gt;
4,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
41&lt;br /&gt;
Res (+2)&lt;br /&gt;
Kinetic lance&lt;br /&gt;
10d12 (65)&lt;br /&gt;
20&lt;br /&gt;
Concussion&lt;br /&gt;
3,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Res (+2)&lt;br /&gt;
Maser cannon&lt;br /&gt;
12d8 (54)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Gargantuan&lt;br /&gt;
40&lt;br /&gt;
Lic (+1)&lt;br /&gt;
Maser cannon, heavy&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
Single1&lt;br /&gt;
Colossal&lt;br /&gt;
44&lt;br /&gt;
Res (+2)&lt;br /&gt;
Mine, zero point&lt;br /&gt;
15d100 (825)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
48&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, nova burst&lt;br /&gt;
12d8 (54)&lt;br /&gt;
19–20&lt;br /&gt;
Ballistic/ Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Missile, starload&lt;br /&gt;
20d8 (90)&lt;br /&gt;
19–20&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
Single&lt;br /&gt;
Huge&lt;br /&gt;
452&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Neutronium driver&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
42&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Sliver gun&lt;br /&gt;
8d12 (52)&lt;br /&gt;
20&lt;br /&gt;
Ballistic&lt;br /&gt;
3,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Gargantuan&lt;br /&gt;
39&lt;br /&gt;
Res (+2)&lt;br /&gt;
Zero bore&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Progress Level 9: Matter Age&lt;br /&gt;
Blacklaser&lt;br /&gt;
16d8 (72)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
8,000 ft.&lt;br /&gt;
S, A&lt;br /&gt;
Huge&lt;br /&gt;
50&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Mine, null4&lt;br /&gt;
10d100 (550)&lt;br /&gt;
—&lt;br /&gt;
Energy&lt;br /&gt;
—&lt;br /&gt;
—&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Singularity cannon&lt;br /&gt;
20d8 (90)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
5,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
53&lt;br /&gt;
Mil (+3)&lt;br /&gt;
String projector&lt;br /&gt;
12d12 (78)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
6,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Colossal&lt;br /&gt;
54&lt;br /&gt;
Mil (+3)&lt;br /&gt;
Tachyon gun&lt;br /&gt;
14d8 (63)&lt;br /&gt;
20&lt;br /&gt;
Energy&lt;br /&gt;
10,000 ft.&lt;br /&gt;
Single&lt;br /&gt;
Gargantuan&lt;br /&gt;
52&lt;br /&gt;
Mil (+3)&lt;br /&gt;
1 With a successful Repair check (DC 30) and 1 hour of work, this weapon can be modified for semiautomatic or automatic fire mode. Resetting the weapon to its original configuration requires another check and another hour of labor.&lt;br /&gt;
2 The purchase DC includes a basic launch system (missile rack or missile tube) and eight missiles with warheads. The purchase DC is 2 lower without the launch system.&lt;br /&gt;
3 In addition to taking damage, the ship is dazed for 1 round (see Starship Condition Summary).&lt;br /&gt;
4 This weapon’s damage ignores a ship’s hardness.&lt;br /&gt;
&lt;br /&gt;
FUSION BEAM (PL 6)&lt;br /&gt;
The fusion beam initiates a fusion reaction and then directs the blast at the target.&lt;br /&gt;
GAUSS GUN (PL 6)&lt;br /&gt;
The gauss gun is an electromagnetic accelerator that fires tiny ball bearings at an extremely high velocity.&lt;br /&gt;
LASER (PL 6)&lt;br /&gt;
The simplest beam weapon, the laser is used generally for small craft. It consists of a focused beam of white-hot light. &lt;br /&gt;
LASER, HEAVY (PL 6)&lt;br /&gt;
The heavy laser is simply an oversized laser that pours more energy on the target. It’s too big to install on light spacecraft, but is common on destroyers and larger warships.&lt;br /&gt;
MINE, FUSION (PL 6)&lt;br /&gt;
A fusion mine initiates a fusion reaction that deals damage to all starships in its square and all adjacent squares.&lt;br /&gt;
MISSILE, CHE (PL 6)&lt;br /&gt;
A CHE (conventional high-explosive) warhead can destroy a small vessel, but it’s less effective against larger warships unless launched in numbers. Heavy vessels, such as battleships, can usually ignore the weapon despite its payload of hundreds of kilos of advanced chemical explosives.&lt;br /&gt;
MISSILE, KE SUBMUNITION (PL 6)&lt;br /&gt;
This warhead consists of a bundle of dozens or even hundreds of tungsten steel darts, each mounted on small rocket motors. As the weapon approaches its target, the warhead splits open, unleashing a lethal hail of high-velocity metal arrows. The impact alone can vaporize several square yards of heavy armor.&lt;br /&gt;
MISSILE, NUCLEAR (PL 6)&lt;br /&gt;
This 1-megaton warhead is essentially a fusion bomb rigged to a guided rocket.&lt;br /&gt;
NEEDLE DRIVER (PL 6)&lt;br /&gt;
The needle driver is a larger, heavier version of the rail cannon (see below), with an extremely high rate of fire. It fires small metal flechettes at the rate of thousands of rounds per minute.&lt;br /&gt;
NEUTRON GUN (PL 6)&lt;br /&gt;
This device directs an intense blast of neutron radiation at the target.&lt;br /&gt;
NEUTRON GUN, HEAVY (PL 6)&lt;br /&gt;
This weapon is simply a larger version of the neutron gun.&lt;br /&gt;
RAIL CANNON (PL 6)&lt;br /&gt;
Rail cannons use a series of electromagnets to propel projectiles down a magnetic track. The projectiles are kinetic-energy weapons with no explosive charge, but at close ranges, they can still be quite devastating.&lt;br /&gt;
ANTIMATTER GUN (PL 7)&lt;br /&gt;
Using the same basic technology as the PL 6 rail cannon, the antimatter gun throws a piece of antimatter at the target. The impact alone is extremely destructive. Following the initial impact damage, the “splatter” of antimatter from the disintegrating warhead creates a cluster-bomb effect around the point of impact, increasing the chance of a critical hit.&lt;br /&gt;
MASS CANNON (PL 7)&lt;br /&gt;
The mass cannon uses gravitic technology to “charge” a small bit of matter with incredible gravitational energy, then hurls it at the target, where its increased gravitational pull causes it to slam into the target like a wrecking ball.&lt;br /&gt;
MASS CANNON, HEAVY (PL 7)&lt;br /&gt;
The heavy mass cannon is a larger and more powerful version of the mass cannon.&lt;br /&gt;
MINE, GRAVITIC (PL 7)&lt;br /&gt;
When a gravitic mine detonates, it creates a brief artificial gravity well that pulls on ships in its square and in all adjacent squares, tearing their hulls.&lt;br /&gt;
MISSILE, MASS REACTION (PL 7)&lt;br /&gt;
This warhead uses a dark matter reaction to unleash a powerful wave of energy. The effect is more concentrated than a nuclear blast, but it’s less likely to cause unwanted collateral damage.&lt;br /&gt;
MISSILE, PLASMA (PL 7)&lt;br /&gt;
The plasma warhead improves on the PL 6 chemical explosive. It creates a burst of white-hot plasma that can blast a small ship out of space with one shot.&lt;br /&gt;
PARTICLE BEAM (PL 7)&lt;br /&gt;
The next phase of the PL 6 neutron gun, the particle beam projects a stream of protons, neutrons, or alpha particles at the target—each particle accelerated to near light-speed.&lt;br /&gt;
PARTICLE BEAM, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the particle beam. &lt;br /&gt;
PLASMA CANNON (PL 7)&lt;br /&gt;
Using a powerful electrical charge to convert a mix of chemicals into white-hot plasma, this weapon then accelerates the plasma mass toward the target with a simple rail gun. The result is a bolt of incandescent plasma that can explosively vaporize objects in its path.&lt;br /&gt;
PLASMA CANNON, HEAVY (PL 7)&lt;br /&gt;
This weapon is simply a larger version of the plasma cannon.&lt;br /&gt;
QUANTUM CANNON (PL 7)&lt;br /&gt;
The quantum cannon fires a stream of highly charged subatomic particles, destabilizing the atoms of the target and creating localized fission reactions.&lt;br /&gt;
AUTOMASER (PL 8)&lt;br /&gt;
The automaser uses multiple firing arrays to channel high-energy maser compressions into shorter pulse widths. This weapon fires only in automatic mode.&lt;br /&gt;
EMP CANNON (PL 8)&lt;br /&gt;
The EMP cannon induces an electromagnetic pulse effect similar to that of a nuclear explosion. This makes the EMP cannon especially effective against electronic equipment. In addition to taking damage, the starship is dazed for 1 round. Neither crew nor passengers are dazed, however.&lt;br /&gt;
KINETIC LANCE (PL 8)&lt;br /&gt;
The kinetic lance creates a high-velocity stream of virtual particles simulating solid matter. The impact of these particles is quite destructive—rather like a collision with a solid object.&lt;br /&gt;
MASER CANNON (PL 8)&lt;br /&gt;
Maser cannons channel an enormous amount of power through a linear antenna array, creating a broad-spectrum blast of energy that devastates the target with heat, light, and intense radiation.&lt;br /&gt;
MASER CANNON, HEAVY (PL 8)&lt;br /&gt;
The heavy maser cannon is a larger version of the maser cannon. With 1 hour of work and a successful Repair check (DC 30), a heavy maser can be reconfigured for semiautomatic or automatic fire mode. (Resetting the weapon to its original configuration requires another check and another hour of labor.) Increase the purchase DC of the modified pulse maser by +5.&lt;br /&gt;
MINE, ZERO POINT (PL 8)&lt;br /&gt;
This mine creates a spontaneous quantum fluctuation of energy—the same energy as the Big Bang, though obviously on a smaller scale.&lt;br /&gt;
MISSILE, NOVA BURST (PL 8)&lt;br /&gt;
The nova burst warhead generates an incredible gravitational force that compresses normal matter into an incredibly dense mass, which then explodes in a colossal detonation.&lt;br /&gt;
MISSILE, STARLOAD (PL 8)&lt;br /&gt;
The starload warhead is essentially an improved version of the PL 7 mass reaction missile.&lt;br /&gt;
NEUTRONIUM DRIVER (PL 8)&lt;br /&gt;
This version of the rail gun is configured to fire a projectile of false neutronium—a slug the size of a baseball, but with a temporary mass of thousands of tons. Because neutronium is electrically neutral, the driver mechanism actually encapsulates the projectile in a sleeve or sabot of ordinary matter to fire the slug.&lt;br /&gt;
SLIVER GUN (PL 8)&lt;br /&gt;
An efficient mass driver loaded with flechettes of tungsten steel, the sliver gun is the PL 8 version of a heavy machine gun. It cycles at a rate of fire of almost 4,000 rounds per minute, and each sliver can tear through a yard or more of heavy armor.&lt;br /&gt;
ZERO BORE (PL 8)&lt;br /&gt;
The zero bore creates a stream of energy that encourages extraordinary amounts of quantum energy fluctuation—the so-called “zero point” energy. Anything in its path is wrecked by the spontaneous destruction of space itself.&lt;br /&gt;
BLACKLASER (PL 9)&lt;br /&gt;
Using the fluorescent gaseous form of dark matter, a blacklaser fires a beam of coherent light. To human eyes, it appears to be a beam of purplish light bordering on ultraviolet, but it is composed of radiation much more energetic and dangerous than ordinary photons.&lt;br /&gt;
MINE, NULL (PL 9)&lt;br /&gt;
This weapon is horrifyingly simple in design. It harnesses nuclear strong force to generate a field in which all atomic bonds cease to exist. Matter in the mine’s square and all adjacent squares is pulverized into subatomic dust.&lt;br /&gt;
A null mine ignores a ship’s hardness.&lt;br /&gt;
SINGULARITY CANNON (PL 9)&lt;br /&gt;
The singularity cannon creates a quantum black hole and fires it at the enemy. A quantum black hole is no bigger than a single molecule, but it masses hundreds of millions of tons and can rip even the toughest armor to shreds.&lt;br /&gt;
STRING PROJECTOR (PL 9)&lt;br /&gt;
The string projector creates a super-dense cosmic string that passes through the target. A cosmic string is a short-lived chain of extraordinary mass; the effect on the target is similar to being pierced by the mass of a mountain, but concentrated into a space the size of a strand of hair.&lt;br /&gt;
TACHYON GUN (PL 9)&lt;br /&gt;
The tachyon gun fires a blast of high-energy, faster-than-light particles at the target.&lt;br /&gt;
&lt;br /&gt;
GRAPPLING SYSTEMS&lt;br /&gt;
The following devices are commonly found on starships but don’t fit under the headings of armor, engines, sensors, defensive systems, or weapons.&lt;br /&gt;
Installing one of these systems requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character&lt;br /&gt;
without a mechanical tool kit takes a –4 penalty on the skill check.&lt;br /&gt;
Purchase DC: The purchase DC of the system.&lt;br /&gt;
Restriction: The level of license required to purchase the system legally.&lt;br /&gt;
&lt;br /&gt;
GRAPPLERS (PL 5)&lt;br /&gt;
Grapplers consist of two or more robotic arms fitted with magnetic grips or pads capable of latching onto a single target, usually another ship. Grapplers can also be used to grab Small or larger objects adrift in space.&lt;br /&gt;
Using grapplers against another ship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system. To successfully grab the target, the starship must first enter the target’s square; then the starship’s pilot must succeed at a Pilot check. The Pilot check’s DC depends on the size and Defense of the target being grabbed, as shown on Table: Grappler Pilot Check DCs below. If the check succeeds, the starship successfully latches onto the target, and the two ships continue to occupy the same space until the grapplers release their hold. The grappling ship cannot move as long as it wishes to remain latched and moves in concert with the grappled ship. Neither ship can attack the other as long as the grapplers maintain their hold.&lt;br /&gt;
As an attack action, a grabbed starship can free itself from a grabbing ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself once per round.&lt;br /&gt;
A starship using grapplers to latch onto another ship can release the hold and retract the grapplers as a free action.&lt;br /&gt;
Purchase DC: 10 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: None.&lt;br /&gt;
&lt;br /&gt;
Table: Grappler Pilot Check Dcs&lt;br /&gt;
Size of Target&lt;br /&gt;
Pilot Check DC&lt;br /&gt;
Colossal &lt;br /&gt;
5 + target’s Defense&lt;br /&gt;
Gargantuan &lt;br /&gt;
10 + target’s Defense&lt;br /&gt;
Huge&lt;br /&gt;
 15 + target’s Defense&lt;br /&gt;
Large &lt;br /&gt;
20 + target’s Defense&lt;br /&gt;
Medium-size &lt;br /&gt;
25 + target’s Defense&lt;br /&gt;
Small &lt;br /&gt;
30 + target’s Defense&lt;br /&gt;
&lt;br /&gt;
TRACTOR BEAM EMITTER (PL 7)&lt;br /&gt;
A tractor beam emitter projects a short-range gravitational “tether” that latches onto or immobilizes a single target, usually a ship or unattended object. The target must be in the same square or in an adjacent square.&lt;br /&gt;
Using a tractor beam against a starship or an unattended object is an attack action. Against another ship, this action provokes an attack of opportunity if the ship being grabbed has a point-defense system.&lt;br /&gt;
To grab a target with its tractor beam, a starship must succeed at a ranged attack roll. If the attack succeeds, the smaller ship is immediately pulled into the larger ship’s space (if it isn’t in occupying the same space already); if both ships are the same size, the target is pulled into the tractoring ship’s space. In any case, being pulled into another ship’s space by a tractor beam does not count against a ship’s movement. If the tractoring ship is one or more size categories larger than the target, the target is effectively immobilized, and tractoring ship drags the target with it when it moves. If the tractoring ship is the same size category as the target or smaller, both the tractoring ship and the target are effectively immobilized. See the Starship Condition Summary for the effects of being immobilized.&lt;br /&gt;
As an attack action, a tractored starship can free itself from the tractoring ship by succeeding at an opposed Pilot check. Each ship adds a special grapple bonus on its check based on its size: Huge +8, Gargantuan +12, Colossal +16. A ship may only attempt to free itself from a tractor beam (or any other grappling device) once per round. A ship held by multiple tractor beams may attempt a single grapple check to escape all of the beams, but must beat the grapple check results of all opponents.&lt;br /&gt;
A starship using a tractor beam to grab another ship can terminate the beam (thereby releasing its hold on the other ship) as a free action.&lt;br /&gt;
Only Gargantuan and Colossal ships can be equipped with a tractor beam emitter.&lt;br /&gt;
Purchase DC: 15 + one-half the base purchase DC of the starship.&lt;br /&gt;
Restriction: Licensed (+1).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HEROES IN STARSHIPS&lt;br /&gt;
A hero in a starship fills one of several possible roles, which determines what the character can do.&lt;br /&gt;
Commander: A ship’s commander makes decisions about tactics and issues orders to the crew. The commander can help another crewmember by taking an aid another action. The commander must be located on the starship’s command deck to do so.&lt;br /&gt;
Aiding another crewmember is a move action. A starship can only have one commander, and ships under Colossal size tend not to have a commander at all.&lt;br /&gt;
Pilot: The pilot of a starship controls its movement. Most starships have only one position from which the starship can be piloted. Piloting a starship is always at least a move action, which means that the pilot may be able to do something else with her attack action each round. On smaller ships such as fighters, the pilot also serves as the gunner. A starship can have only one pilot at a time.&lt;br /&gt;
Copilot: The copilot can help the pilot on Pilot checks by taking an aid another action. The copilot must be located somewhere on the ship from where he can see the starship’s surroundings and advise the pilot (usually the command deck or cockpit). Aiding the pilot is a move action, leaving the copilot with an attack action each round to do something else. A copilot may also serve as a gunner or sensor operator if he can access one of the starship’s weapon systems or the ship’s sensors from his station. A starship can have only one copilot at a time.&lt;br /&gt;
Gunner: A gunner controls one of the ship’s weapon systems, applying her ranged attack bonus and Dexterity modifier to the attack rolls. A ship with multiple weapon systems can have multiple gunners.&lt;br /&gt;
Sensor Operator: Although the copilot usually operates the sensors, some ships (particularly heavy and superheavy ships) have a dedicated crew position for a sensor operator. A sensor operator can take an aid another action either to help the pilot with Pilot checks, or to help a gunner with attack rolls. Either is a move action, leaving the sensor operator with an attack action each round to do something else. A starship can have as many sensor operators as&lt;br /&gt;
it has different sensor systems (see Starship Sensors).&lt;br /&gt;
Engineer: A starship’s engineer keeps the ship in working order. If a system has failed for any reason, it is usually up to the engineer to get that system working again. An engineer can attempt a Repair check to fix minor problems as a full round action. A starship can have one engineer, plus one additional engineer each for the ship’s life support, sensors (and communications), and defensive systems.&lt;br /&gt;
Passenger: All other personnel aboard the starship are considered passengers for purposes of starship combat. Passengers have no specific role in the starship’s operation, but they help repel boarders or take other actions.&lt;br /&gt;
&lt;br /&gt;
BY HOOK OR BY CROOK&lt;br /&gt;
Heroes who cannot afford to buy their own starship can always borrow, requisition, rent, or steal one as the need arises.&lt;br /&gt;
Borrowing a Starship: A character with the favor talent can attempt a favor check (DC 30) to borrow a starship from a friendly contact, assuming that the contact has a ship available. The contact must have an attitude of helpful, and improving a contact’s attitude requires a Diplomacy check. The GM sets the terms of the favor.&lt;br /&gt;
Requisitioning a Starship: A character working for an agency can requisition a starship as “equipment,” using the rules for requisitioning equipment.&lt;br /&gt;
Renting a Starship: The issue of starship rental won’t come up in campaigns where space traffic is limited to military vessels. However, in campaigns featuring commercial and privately owned starships, heroes can rent a starship for much less than it costs to buy one. Only ultralight or light starships with a restriction rating of licensed (+1) or restricted (+2) can be rented, and the heroes must have the appropriate license to operate the vessel. Renting a starship for a day requires a successful Wealth check against one-quarter of the starship’s purchase DC. Increase the purchase DC by 2 if the ship is equipped for interstellar travel or if a trained crew is provided as part of the rental agreement. Renters must cover any damages sustained by the ship during the rental period.&lt;br /&gt;
Stealing a Starship: Characters can steal a starship only after disabling its security locks (Disable Device DC 40, one check per lock), overcoming any hostile crewmembers aboard, and defeating the ship’s onboard computer security system (Computer Use DC 40). A ship’s computer security system can be accessed from any onboard computer terminal, although using a bridge terminal reduces the DC by 5. For more information on defeating computer security, see the Computer Use skill description.&lt;/div&gt;</summary>
		<author><name>173.203.4.162</name></author>
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